So i managed to put character as default mesh. Its too small i know, its just a test. Only thing is Animations do not work. Here is the script:
Code:
class REPawn extends UTPawn; var SkeletalMesh defaultMesh; var MaterialInterface defaultMaterial0; var AnimTree defaultAnimTree; var array<AnimSet> defaultAnimSet; var AnimNodeSequence defaultAnimSeq; var PhysicsAsset defaultPhysicsAsset; //override to make player mesh visible by default simulated event BecomeViewTarget( PlayerController PC ) { local UTPlayerController UTPC; Super.BecomeViewTarget(PC); if (LocalPlayer(PC.Player) != None) { UTPC = UTPlayerController(PC); if (UTPC != None) { //set player controller to behind view and make mesh visible UTPC.SetBehindView(true); SetMeshVisibility(UTPC.bBehindView); } } } simulated function bool CalcCamera( float fDeltaTime, out vector out_CamLoc, out rotator out_CamRot, out float out_FOV ) { local vector CamStart, HitLocation, HitNormal, CamDirX, CamDirY, CamDirZ, CurrentCamOffset; local float DesiredCameraZOffset; CamStart = Location; CurrentCamOffset = CamOffset; DesiredCameraZOffset = (Health > 0) ? 1.2 * GetCollisionHeight() + Mesh.Translation.Z : 0.f; CameraZOffset = (fDeltaTime < 0.2) ? DesiredCameraZOffset * 5 * fDeltaTime + (1 - 5*fDeltaTime) * CameraZOffset : DesiredCameraZOffset; if ( Health <= 0 ) { CurrentCamOffset = vect(0,0,0); CurrentCamOffset.X = GetCollisionRadius(); } CamStart.Z += CameraZOffset; GetAxes(out_CamRot, CamDirX, CamDirY, CamDirZ); CamDirX *= CurrentCameraScale; if ( (Health <= 0) || bFeigningDeath ) { // adjust camera position to make sure it's not clipping into world // @todo fixmesteve. Note that you can still get clipping if FindSpot fails (happens rarely) FindSpot(GetCollisionExtent(),CamStart); } if (CurrentCameraScale < CameraScale) { CurrentCameraScale = FMin(CameraScale, CurrentCameraScale + 5 * FMax(CameraScale - CurrentCameraScale, 0.3)*fDeltaTime); } else if (CurrentCameraScale > CameraScale) { CurrentCameraScale = FMax(CameraScale, CurrentCameraScale - 5 * FMax(CameraScale - CurrentCameraScale, 0.3)*fDeltaTime); } if (CamDirX.Z > GetCollisionHeight()) { CamDirX *= square(cos(out_CamRot.Pitch * 0.0000958738)); // 0.0000958738 = 2*PI/65536 } out_CamLoc = CamStart - CamDirX*CurrentCamOffset.X + CurrentCamOffset.Y*CamDirY + CurrentCamOffset.Z*CamDirZ; if (Trace(HitLocation, HitNormal, out_CamLoc, CamStart, false, vect(12,12,12)) != None) { out_CamLoc = HitLocation; } return true; } simulated function SetCharacterClassFromInfo(class<utfamilyinfo> Info) { Mesh.SetSkeletalMesh(defaultMesh); Mesh.SetMaterial(0,defaultMaterial0); Mesh.SetPhysicsAsset(defaultPhysicsAsset); Mesh.AnimSets=defaultAnimSet; } defaultproperties { defaultMesh=SkeletalMesh'RE.Skeletal_Meshes.Claire' defaultAnimTree=AnimTree'RE.Skeletal_Meshes.Character_Anim' defaultAnimSet(0)=AnimSet'RE.Skeletal_Meshes.Character' defaultPhysicsAsset=PhysicsAsset'RE.Skeletal_Meshes.Claire_Physics' }
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