I've seen in epic citadel map there are many of them but i can't find a reference on UDN. What do they need for?
I've seen in epic citadel map there are many of them but i can't find a reference on UDN. What do they need for?
But it doesn't speak about the Override Volume, it speaks just about the precomputed visibility volume.
Just having a look in the override volume it has a list of static meshes so I would assume this how you can make specific meshes visible if the precomputed visibility process makes things invisible that should not be, and to help with those limitations listed on that page...just taking a punt as I haven't used them, but yes I would think if you are in the volume then the meshes listed in the volume will always be visible.
Undesrtood! Thank you, i'm trying to optimize the level and this will be useful.
If you mouse over the Override Volumes entries 'Override Visible Actors' and 'Override Invisible Actors' you get an explanation of what they do but I haven't been able to get it to work in a simple test level, unless the mobile previewer doesn't 'preview' this feature OR I'm not setting it up right.
I'm working with it but it wants a list of static meshes found in the content browser and this sounds really strange because i want to make invisible some instances of the meshes, not every mesh of a certain type.
Ok i found the solution copying from the epic citadel. You have to insert them manually writing the name of the map, the number of the mesh inside the map and some other strings.
Actually you can pick the meshes you want to add from the level. You don't need to type all that in.
Open the volume properties.
Click the lock icon up in the top right.
Select a mesh in the level.
Click the green cross to allow a new entry in the volume properties and click the green arrow to add the selected mesh.
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