
I tried both Flash Player 11.2 and 10.3. I’m not sure whether or not there has been an update to allow for the newer version somewhere along the line, but it seemed that both worked just as well in the 08-2014 build of UDK. Many of the example files from the UDK directory also use 11.2.
The image folder being misnamed was my mistake while making these test files (d’oh!). The original working files were set up with matching names. Good catch!
I added stop(); to the first frame of the main scene and haven’t noticed anything different, but I’ll make a note to do that. I do use stop(); in Movie Clips with animation in other places. Does it still help to include it on timelines that only have a single frame?
I still had to set the alpha all the way up to 255 in order to remove the transparency issue mentioned on UDN. I tried 1 and it was only slightly more opaque.
Ah, interesting note about "Automatic Declare Stage Instances", I didn’t know that it was a feature which could be toggled. That sounds helpful, because more than once I’ll add a few extra declarations just from experimenting, and then forget to clean them up.

Everything is off the timeline now (except for stop(); ) and is in an .as class. It took a few small adjustments to get it all working again, so I know that UDK was seeing (and yelling about) the changes. But once it was properly set up there doesn’t seem to be any difference between this version and the one with the script on the timeline. I’m going to keep moving forward with the class files though since it seems much cleaner, especially if that’s considered to be best practice for AS3.
Originally posted by frankit
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Even with the plane attached to the pawn, I still had no luck with the frame rate though. I can enable/disable the capture component to get a nice freeze-frame, but even setting the frame rate to 0 has no effect (on either the HUD or on a plane). I’ve done the same thing with a stationary capture object as well, with the texture showing on another mesh in the scene that wasn’t attached to the player, and then changing the framerate does work. Maybe it can’t be changed if it’s attached to a skeletal mesh?
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