I have a few questions.
My game is going to be very "procedurally generated". Levels, models, lighting setups, and so on, are created by code. This brings up questions about lighting, mostly.
Right now I am trying to move a block around an empty space with UnrealScript. I use an Actor class, and try to set the StaticMesh member variable to a mesh I made that is just a cube. This cube does not move when I run the game (but it appears and collides with the player). I don't know why. If however I use a different mesh, one that came in an included library - a barrel - the owning Actor moves just fine, carrying the player around the level.
I checked the properties of both meshes, looking for differences. My cube mesh is a converted brush. What am I doing wrong here? Is a regular actor the best class to be using?
There are many different types of objects that I would like to create. Some are placed by code, once - and have to be placed by code. Some will move once or twice over the course of a "level." And many more will move a varying number of times.
What are some of the things I should think about? Dynamic lighting is expensive. What is the best strategy for using lightmaps on objects that are being placed by code? I can always script UnrealEd. Is there an API for this (for UDK)? There are other ways....
So two questions:
1. simple: why isn't my (cube) actor moving?
2. harder: what should my approach be with dealing with the lighting of generated geometry?
Note, much of my level can be generated at compile time if needed, or just before or whatever. So writing code that produces code, or scripts UnrealEd, are potentially reasonable options.
Thank you for any assistance.
My game is going to be very "procedurally generated". Levels, models, lighting setups, and so on, are created by code. This brings up questions about lighting, mostly.
Right now I am trying to move a block around an empty space with UnrealScript. I use an Actor class, and try to set the StaticMesh member variable to a mesh I made that is just a cube. This cube does not move when I run the game (but it appears and collides with the player). I don't know why. If however I use a different mesh, one that came in an included library - a barrel - the owning Actor moves just fine, carrying the player around the level.
I checked the properties of both meshes, looking for differences. My cube mesh is a converted brush. What am I doing wrong here? Is a regular actor the best class to be using?
There are many different types of objects that I would like to create. Some are placed by code, once - and have to be placed by code. Some will move once or twice over the course of a "level." And many more will move a varying number of times.
What are some of the things I should think about? Dynamic lighting is expensive. What is the best strategy for using lightmaps on objects that are being placed by code? I can always script UnrealEd. Is there an API for this (for UDK)? There are other ways....
So two questions:
1. simple: why isn't my (cube) actor moving?
2. harder: what should my approach be with dealing with the lighting of generated geometry?
Note, much of my level can be generated at compile time if needed, or just before or whatever. So writing code that produces code, or scripts UnrealEd, are potentially reasonable options.
Thank you for any assistance.
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