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UDK abnormal Scale problems Whats happening

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    UDK abnormal Scale problems Whats happening

    Ok so i have used UDK for years now and never had this problem before, the issue is the scaling seems to be off. By standard 96units is the generalised height of an average character, so i built a quick blockout based on those units using an actual UDK pawn mesh for reference in the level. But when i play test, the player pawn is actually bigger than what it should be when i stand next to the pawn mesh as shown in the screen grabs below.











    As you can see the red line in the top pic shows the pawn mesh as 96units high but the view from first person viewin the bottom pic clearly shows my player character looks about 128units high compared to the reference mesh. So i assume something in this version of UDK needs to be changed to bring the player scale back down? i haven't changed anything since installing it, had this version about a month, but i have looked through some of the UDK class.uc files and cant find the scale option anywhere. Which .UC file would it be under? i'm not using a custom project here i'm using the UDK base game type with the UDK character so i don't have a custom pawn class made.

    July 2013 build
    UDK Version: 10907
    Changelist version: 1715227

    #2
    Paste this into your kismet window:
    Code:
    Begin Object Class=SeqEvent_PlayerSpawned Name=SeqEvent_PlayerSpawned_1
       MaxWidth=156
       OutputLinks(0)=(Links=((LinkedOp=SeqAct_ModifyProperty'SeqAct_ModifyProperty_2')),DrawY=162,OverrideDelta=11)
       VariableLinks(0)=(DrawX=448,OverrideDelta=16)
       VariableLinks(1)=(DrawX=518,OverrideDelta=96)
       ObjInstanceVersion=1
       ParentSequence=Sequence'Main_Sequence'
       ObjPosX=400
       ObjPosY=96
       DrawWidth=98
       DrawHeight=144
       Name="SeqEvent_PlayerSpawned_1"
       ObjectArchetype=SeqEvent_PlayerSpawned'Engine.Default__SeqEvent_PlayerSpawned'
    End Object
    Begin Object Class=SeqAct_ModifyProperty Name=SeqAct_ModifyProperty_2
       Properties(0)=(PropertyName="EyeHeight",bModifyProperty=True,PropertyValue="38")
       Properties(1)=(PropertyName="BaseEyeHeight",bModifyProperty=True,PropertyValue="38")
       InputLinks(0)=(DrawY=146,OverrideDelta=11)
       OutputLinks(0)=(DrawY=146,OverrideDelta=11)
       VariableLinks(0)=(LinkedVariables=(SeqVar_Player'SeqVar_Player_2'),DrawX=697,OverrideDelta=35)
       ObjInstanceVersion=1
       ParentSequence=Sequence'Main_Sequence'
       ObjPosX=640
       ObjPosY=112
       DrawWidth=114
       DrawHeight=61
       Name="SeqAct_ModifyProperty_2"
       ObjectArchetype=SeqAct_ModifyProperty'GameFramework.Default__SeqAct_ModifyProperty'
    End Object
    Begin Object Class=SeqVar_Player Name=SeqVar_Player_2
       ObjInstanceVersion=1
       ParentSequence=Sequence'Main_Sequence'
       ObjPosX=664
       ObjPosY=208
       DrawWidth=32
       DrawHeight=32
       Name="SeqVar_Player_2"
       ObjectArchetype=SeqVar_Player'Engine.Default__SeqVar_Player'
    End Object
    Or

    Create a pawn script and add this to it's defaultproperties:
    Code:
    BaseEyeHeight=38
    EyeHeight=38

    Comment


      #3
      I get the feeling you're using the "None" game type. The player is taller than the Unreal character in that game type. Just change your game type to "UTGame" or make a new game type utilizing the pawn from that.

      Comment


        #4
        The pawn is probably floating in the air. Try to change the height of the colision cylinder.

        Comment


          #5
          Thanks for the replies guys, but i managed to figure it out after making this thread last night, yeah the issue is that UDKgame type has a taller character than UTgame.
          UDKgame has a height of like 112 units i think.

          Comment

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