Wish: A street/track tool - I double that wish, UDK lacks of a good street tool like the one in the CE2 Sandbox.
Announcement
Collapse
No announcement yet.
UDK Wish List
Collapse
X
-
A setting on lights that can allow you to only bake the bounced light generated from that light.
It's only really needed for dynamic lights like movable lights but you can force any light to be dynamic which would make it useful on any light in the engine. It would be great to be able to use lights more dynamically for the sake of shadows but still get their bounced light baked into the light maps for much better looking lighting solution.
Comment
-
Originally posted by obihb View PostA setting on lights that can allow you to only bake the bounced light generated from that light.
It's only really needed for dynamic lights like movable lights but you can force any light to be dynamic which would make it useful on any light in the engine. It would be great to be able to use lights more dynamically for the sake of shadows but still get their bounced light baked into the light maps for much better looking lighting solution.
Comment
-
There is a round about way to achieve this although I think it would still be better to just have a setting on a dynamic light to either generate or not generate bounced light.
The round about way is to use a normal "static" light. Disable the property "Use Direct Light Map" and then run Lightmass. After that force the light to be dynamic. It seems to work like this without the editor asking to rebuild lighting. And dynamic shadows then also works as expected.
Of course it would be much better to just have a setting on any light that allows it to be dynamic and bake bounced light without having to change things after baking light.
Comment
-
I'd like some improvements to the Content Browser
1. Being able to type a key and have it jump to that letter prefix like windows explorer.
2. Being able to sort by name, creation date, size.
3. Having it remember your position when switching between packages.
4. Being able to cleanly delete items from the packages. If the item exists in a world, prompt and delete it from the worlds.
5. Being able to move Sound Cues to new packages and rename them. Currently it forces it into a localization package_CH and then it's unmovable.
6. Allow us to capture thumbnails for Skeletal Meshes.
For some reason DoF is still active while I'm not in game view. In fact I think all my Post Processing is active out of game view.
Comment
-
Any save system that doesn't include saving the exact state of the entire world, is pretty much going to have to be custom built for your specific needs, so it's probably somewhat difficult to supply whatever it is that would be needed .. and saving the entire world state is basically what was done in Unreal 1 and 2, dumping the entire world into a map file and loading that map .. which in this engine could be hundreds of megabytes or more.
Comment
-
True.
What I would like in so far as a save system would be a base framework which allows us to have access to some internal database or even an extension of the FileWriter function to allow a more game friendly persistent data storage system. As I mentioned, it is possible to script a data storage system, but most are hacks and/or DLLBinds (Or worse, txt files).
If we had some means to easilly store persistent information from Unrealscript, we would have a great many fewer questions constantly popping up about "How do I save/load", "How do I get all of my info from one level into the next", "Why do my high scores reset every time a new level loads"... etc.
By adding a persitent variable type, for instance, we could use that as a means to tell the engine that we want to save that info persistently and the engine would do that for us. It would wind up needing to be more specific than this, obviously, but an example might work sortof like:
Code:var float UberAmmo; per float uammo; event Tick(float DeltaTime) { //Do stuff to change UberAmmo amount here PerSave(uammo, UberAmmo) } defaultproperties { UberAmmo=PerFloat(uammo) }
Comment
Comment