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  1. #1
    MSgt. Shooter Person
    Join Date
    Nov 2008
    Location
    San Francisco
    Posts
    280
    Gamer IDs

    Gamertag: YakZSmelk

    Default Animation not showing for Clients

    I've been searching all over and cannot seem to find what I'm doing wrong.

    My character is built directly from the UT Content but for some reason in game clients cannot see animations or the weapons a player is holding. Here is my FamilyInfo which is really just changing the Mesh and Physics object.

    Code:
    class WSTPawn_FamilyInfo extends UTFamilyInfo
    	abstract;
    	
    defaultproperties
    {
    	FamilyID="CLINT"
    	Faction="Cowboys"
    	
    	CharacterMesh=SkeletalMesh'CH_maleCowboy.SK_maleCowboySkinny'
    	
    	PhysAsset=PhysicsAsset'CH_maleCowboy.SK_maleCowboySkinny_Physics'
    	AnimSets(0)=AnimSet'CH_AnimHuman.Anims.K_AnimHuman_BaseMale'
    	
    	//Place materials based on teams
    	CharacterTeamHeadMaterials[0]=None
    	CharacterTeamBodyMaterials[0]=None
    	
    	CharacterTeamHeadMaterials[1]=None
    	CharacterTeamBodyMaterials[1]=None
    }
    Here's an image showing the client and host.
    Current UDK Project: Wild Wild Western
    Personal Website: robhow.com

  2. #2

    Default

    Hard to tell much from the provided code.

    Did you create a weapon attachement / 3rd person version of each weapon?
    Does your skeleton match the UT skeleton?
    Does your weapon set the correct EWeapAnimType?
    etc
    etc
    Kris Redbeard
    GROUND BRANCH
    Mature Classic Tactical First Person Shooter
    Rule #11: Always cheat, always win. The only unfair fight is the one you lose.

  3. #3
    MSgt. Shooter Person
    Join Date
    Nov 2008
    Location
    San Francisco
    Posts
    280
    Gamer IDs

    Gamertag: YakZSmelk

    Default

    Yeah I have attachment classes for all the weapons, skeleton animations work fine for the host, EWAT is all set. I only provided that code since I'm assuming it's a replication issue but coding isn't my forte (hence I'm working directly from the UT stuff).

    I did have the animation working before when I just swapped the skeletal mesh in the UT code but I don't like adjusting Epics code if I can avoid it, which is why I extended new classes for my character.

    Is there anywhere you can think the replication might be getting screwed up?
    Current UDK Project: Wild Wild Western
    Personal Website: robhow.com

  4. #4

    Default

    By the sounds of things, you're using the default UT3 animation tree and anim sets... provided the animation tree is getting the information it requires, it should just 'work'. A lot of that information is natively handled for UTGame...

    Tis' odd... dunno... could be something obvious as hell, but I can't tell from here
    Chuck a bunch of logs in, start looking for where it fails...
    Kris Redbeard
    GROUND BRANCH
    Mature Classic Tactical First Person Shooter
    Rule #11: Always cheat, always win. The only unfair fight is the one you lose.

  5. #5
    Marrow Fiend
    Join Date
    Jul 2006
    Location
    UT40k
    Posts
    4,172

    Default

    check the launch.log of your client, the fact that your posted code doesn't set any of the character materials might cause you problems.

    i use the utgame code and i haven't had problems like that.
    UT40K:The Chosen - Warhammer 40,000 for UDK
    ut40kgeodav - UT3 Tutorials - Characters - Weapons - Vehicles - FaceFX
    UDK Tutorials - Basics - Vehicles - Characters - Weapons

  6. #6
    MSgt. Shooter Person
    Join Date
    Nov 2008
    Location
    San Francisco
    Posts
    280
    Gamer IDs

    Gamertag: YakZSmelk

    Default

    Good call, geodav.

    This looks like the error to me, but not sure what it means. I'll have to dig through and double check all my spelling; strange that it all works for host though.
    Code:
    [0078.71] Warning: USkeletalMeshComponent::SyncActorToRBPhysics(): no PhysicsAssetInstance for WSTPawn WST-Arena.TheWorld:PersistentLevel.WSTPawn_1 with skeletalmesh: SkeletalMesh CH_maleCowboy.SK_maleCowboySkinny
    Current UDK Project: Wild Wild Western
    Personal Website: robhow.com

  7. #7
    Marrow Fiend
    Join Date
    Jul 2006
    Location
    UT40k
    Posts
    4,172

    Default

    might help if you watch my videos, but from the wisdom of hindsight also check DefaultCharInfo.ini

    also make sure both client & host have the exact same files for content and code
    UT40K:The Chosen - Warhammer 40,000 for UDK
    ut40kgeodav - UT3 Tutorials - Characters - Weapons - Vehicles - FaceFX
    UDK Tutorials - Basics - Vehicles - Characters - Weapons


 

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