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  1. #1
    MSgt. Shooter Person
    Join Date
    Sep 2011
    Posts
    187

    Default U****ervolume...

    Hey. I'm busy creating a temple which will flood in 10 minutes. However, for that I need swimable water. Texture is allright (some issues, which will be tackled later), but I need a moveable postprocess volume and U****er volume. Even if I attach, the post process volume works perfect, while the U****ervolume keeps persistent and stays in it's own place.

    How can I let that volume become dynamic, and just follow the water surface as the post process volume does?

    (appearently I can't say UT Watervolume.....)
    Last edited by Anhrak; 06-20-2012 at 04:38 AM.
    Consider yourself as a problem in the world...

  2. #2
    MSgt. Shooter Person
    Join Date
    May 2009
    Posts
    37

    Default

    You should have the option to create a UT-DynamicWaterVolume when adding volumes, and do your thing from there. Ensure it's the dynamic version of the water volume, matinee it as required, and all should be groovy. The U****ervolume is only for static bodies of water.

  3. #3
    MSgt. Shooter Person
    Join Date
    Sep 2011
    Posts
    187

    Default

    Oh right, thanks. I think I once more skipped it...
    Consider yourself as a problem in the world...

  4. #4
    MSgt. Shooter Person
    Join Date
    May 2009
    Posts
    37

    Default

    I failed to point out that you can't actually animate the UTDynamicWaterVolume, but you can attach it to a fluid surface and animate that to rise as you wish. Attempting to attach the surface actor to the volume would result in a failure due to the volume not being set to PHYS-Interloplating.


 

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