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  1. #1
    MSgt. Shooter Person
    Join Date
    Feb 2012
    Location
    Arizona
    Posts
    37

    Default UDK Upgrade Broke HUD?

    Been tearing my hair out trying to figure this out the past week or two.

    I've been using the February build of UDK and I built a working Scaleform HUD. Recently I installed the new May SDK, which broke my HUD. My Stamina display seems to only display particular layers of the animation.

    I have a "HUD" movie clip object, and when the player begins running, UScript tells the HUD object to go to the "open" animation, which animates each layer and then pauses it open at the end.



    How it looks ingame:



    How it should look:



    (Notice the scanline background)

    Unfortunately the background (Some scanlines with a radial fade) and the gray cubes that serve as a backdrop to the stamina bar, don't show up. Basically the "bg" and "barbg" layers have disappeared. Initially the little borders surrounding the display (layer "frame") weren't showing up, because their layer was placed beneath the mask, right above the "bg" layer. After moving the layer ABOVE the mask, however, it began showing up again. It seems that the UDK update changed something related to masking/layers because that seems to be the root of my issues. Does anyone have any idea how I can get my HUD working again, or at least tell me what has changed in the May version of UDK (In relation to Scaleform)?
    Last edited by kopirat; 07-02-2012 at 07:57 PM.
    Lead Programmer // studiopirat

  2. #2
    MSgt. Shooter Person
    Join Date
    Feb 2010
    Posts
    226

    Default

    I had the exact same problem with my tooltip on the menu, however mine occured when I migrated from August to February. After spending a lot time with it, I just randomly changed the layer order and in one situation it was solved, like you said. I don't know what's causing it, but I guess your best bet is to find an order that both has what you want it to do and also works in the May build.

    Also for the tests, it's easier if you use the GFxPlayer from May version not older ones.

    BTW I don't suggest migrating if you don't need anything essential in the updates (I had to do it because of added support of scaleform to iOS), so unless you have to use it, I recommend you go back to the build that was working perfectly.

  3. #3
    MSgt. Shooter Person
    Join Date
    Feb 2012
    Location
    Arizona
    Posts
    37

    Default

    Quote Originally Posted by farshad12 View Post
    I had the exact same problem with my tooltip on the menu, however mine occured when I migrated from August to February. After spending a lot time with it, I just randomly changed the layer order and in one situation it was solved, like you said. I don't know what's causing it, but I guess your best bet is to find an order that both has what you want it to do and also works in the May build.

    Also for the tests, it's easier if you use the GFxPlayer from May version not older ones.

    BTW I don't suggest migrating if you don't need anything essential in the updates (I had to do it because of added support of scaleform to iOS), so unless you have to use it, I recommend you go back to the build that was working perfectly.
    I've been contemplating skipping the updates as it seems like more trouble than it's worth, my only concern is that somewhere along the line Epic may release an update that we really want, and then we'll have to retroactively update our codebase in one massive effort, rather than just making small conversions every 2~ months.

    I'm glad I'm not the only one having this problem, I managed to get everything to show up by putting the Mask tree/layers at the very bottom, but as a result the background is on top and obviously things don't look quite right. I'll be tinkering with it later and posting my solution if I find one.

    Thanks for the reply
    Lead Programmer // studiopirat


 

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