Ah yes. You are correct. Here is an updated code sample which gives 0 errors upon build:
Code:
Begin Map
Begin Level NAME=PersistentLevel
Begin Actor Class=StaticMeshActor Name=StaticMeshActor_0 Archetype=StaticMeshActor'Engine.Default__StaticMeshActor'
Begin Object Class=StaticMeshComponent Name=StaticMeshComponent_0 ObjName=StaticMeshComponent_0 Archetype=StaticMeshComponent'Engine.Default__StaticMeshActor:StaticMeshComponent0'
StaticMesh=StaticMesh'UN_SimpleMeshes.TexPropCube_Dup'
Translation=(X=500.000000,Y=0.000000,Z=0.000000)
End Object
Begin Object Class=StaticMeshComponent Name=StaticMeshComponent_1 ObjName=StaticMeshComponent_1 Archetype=StaticMeshComponent'Engine.Default__StaticMeshActor:StaticMeshComponent1'
StaticMesh=StaticMesh'UN_SimpleMeshes.TexPropCube_Dup'
Translation=(X=0.000000,Y=0.000000,Z=0.000000)
End Object
Components.Add(StaticMeshComponent_0)
Components.Add(StaticMeshComponent_1)
Tag="StaticMeshActor"
Location=(X=-48.000000,Y=256.000000,Z=32.000000)
DrawScale3D=(X=0.375000,Y=0.375000,Z=0.250000)
Name="StaticMeshActor_0"
ObjectArchetype=StaticMeshActor'Engine.Default__StaticMeshActor'
End Actor
End Level
Begin Surface
End Surface
End Map
This still yields just 1 of 2 expected cubes in game, but both cubes appear in the UT3 editor.
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