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Thread: Matinee Problem

  1. #1

    Default Matinee Problem

    I'm very new to UDK and game develpoment in general. While making a practice level, I made two elevators. The movement tracks look perfect when I play them in matinee, but when I play the level one actor in each elevator doesn't work right. Any help would be appreciated. Thanks.

  2. #2
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    you're going to have to be more specific- what exactly goes wrong when you run the game in PIE?
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  3. #3
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    does every object have its physics mode set to interpolating?

  4. #4

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    There are three triggers, each one specifying a movement track. The first lifts the door so the player can walk through it, then lowers it back into position. The second moves it with the rest of the elevator, and the third opens it at the top so the player can walk through. When I run the game in PIE its like the actors are gone. I can see them in the editor window, and the matinees play perfectly one at a time. Thanks for your help.

  5. #5

    Default

    I'll double check that. Thanks.

  6. #6
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    Quick question, you did make these actors movers right? Select one and hit F4, check what type of actors they are.
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  7. #7
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    Also check that the trigger volumes can be triggered more than once (in Kismet/Trigger touch properties Sequence Event --> Max Trigger Count --> set to 0 for infinite interactions). However, the problem probably is that you are trying to move static actors, like jak_carver suggested. To convert them to InterpActors right-click on the moving actor, then Convert --> Convert StaticMeshActor to Mover).

  8. #8
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    Make sure that you have set the static meshes/skeletal meshes that you are using to movers, make sure that interpolating is checked, and make sure that your kismet sequence is connected and is correct. One of the problems you could have is that your links between your kismet sequence are incorrect, which could be one of the reasons why when you go the play the level the specified actor does not move. This could be one of the problems, if not then there must be a way around it!

    Hope that helped,
    -Charlie
    Last edited by Fi5h1fishy; 08-03-2012 at 04:44 PM.
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  9. #9

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    Thanks for all the suggestions. They're all interpactors, interpolating is checked, and all the triggers are set to a max of "0". There are other interp actors attached to each trigger and those all work fine. The kismet sequences are very simple, just touched/play and untoched/reverse, and everything is connected. Its just the elevator door that won't work right. Thanks for the help and other ideas are welcome.

  10. #10
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    By your description, the elevator Door opens and closes as you describe, and the elevator moves. However, the door does not travel with the elevator?

    If this is the case, run through when these events fire in sequence. Do you make sure the door is fully closed before starting the elevator matinee? I've seen behavior before where a matinee after another using the same interp actors can be tricky.

    If everything works playing the matinees individually, I'm inclined to think its timing based, as the matinee will pick up the actor in whatever position it was and start playing the next from that spot.


 

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