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GameInfo, Util, Functions. Characters, Inventory, Weapons. Animation. Replication. Materials, Lighting, and Textures. TF2 Shading in UT3 tutorial - Unreal Tournament 3 Game. UDK modular seam problem. Tutorial: How to re-bind keys in-game. I’m working on a menu that will allow the player to re-bind the game actions to different keys.

Tutorial: How to re-bind keys in-game

Before the menu comes though, there’s some stuff needed to make it work: being able to re-bind a game action to a different key. As you probably know the keybinds are found in UDKGame/Config/UDKInput.ini. If you press a key it goes and tries to find the apropriate function in the PlayerController class, and then on his owned Pawn class. However you might not know that before looking in the PlayerController class, it looks in the Input class. To keep things clean then, we’ll implement this functionality in the Input class. First we’ll need our own Input class, here it comes: class myPlayerInput extends UTPlayerInput within myPlayerController config(Input); For now we leave it empty as it is, we’ll get on to it later. Next we’ll want to tell the game to use our own Input class, we do that at our PlayerController class by adding one line: defaultproperties {InputClass=class’MyGame.myPlayerInput’…}

Tutorials:Making a Skeletal Control to move an Arm - UDK Central. Tutorial AnimTree Video Tutorials [Tutorial 9 added!] Vol.17 FXAA.. as in Battlefield 3 .. - Page 57. What happens at map startup. From Unreal Wiki, The Unreal Engine Documentation Site The information in this article are based on a snippet of native UT2004 code posted by Steve Polge on Epic Game's ut2003mods mailing list.

What happens at map startup

The code can be found as UnGame.cpp in the Engine\Src directory of the UT2004 UnrealScript source code download. The seamless travel feature of Unreal Engine 3 seems to behave similarly to a regular map startup, except that the new map is loaded in the background. However, additional GameInfo events, such as GetSeamlessTravelActorList(), PostSeamlessTravel() and HandleSeamlessTravelPlayer() are called at some point during the map change process.

(This needs further research.) [edit] Summary of events Before any of the following events happen, the engine loads the map and any packages it depends on. Next it spawns the GameInfo, unless loading the map for a saved game or in a client environment. Note that at this point there are no player actors in the level yet. [edit] Client preparations. DevelopmentKitGemsHUDDistortion. Search public documentation: DevelopmentKitGemsHUDDistortion 日本語訳中国翻译한국어 Interested in the Unreal Engine?

DevelopmentKitGemsHUDDistortion

Visit the Unreal Technology site. Looking for jobs and company info? Questions about support via UDN? Last tested against UDK June, 2011PC compatible Overview Adding distortion to the screen is often a really handy effect for providing feedback to the player. Post Processing Unreal Engine 3 stores its screen output in a render target which allows you to modify it using post processing. Setting up the material Textures. CollisionTechnicalGuide. Search public documentation: CollisionTechnicalGuide 日本語訳中国翻译한국어 Interested in the Unreal Engine?

CollisionTechnicalGuide

Visit the Unreal Technology site. Looking for jobs and company info? Questions about support via UDN? Overview As graphical detail has increased, it is important to ensure that collision within the game remains simple. UnrealScriptIterators. Search public documentation: UnrealScriptIterators 日本語訳中国翻译한국어 Interested in the Unreal Engine?

UnrealScriptIterators

Visit the Unreal Technology site. Looking for jobs and company info? Questions about support via UDN? Overview UnrealScript's foreach command makes it easy to deal with large groups of actors, for example all of the actors in a level, or all of the actors within a certain distance of another actor. UDKGame True First Person? Custom character system for UDK! Customize madness! Hey folks!

Custom character system for UDK! Customize madness!

I'm doing a project involving a "Custom character system" for the UDK which I would love to share and would like your opinions on.I've come up with a 'workflow' which could be used that goes from stage 1 modeling to the final result in engine. I just want to show some of my milestone stages and see what you think! Firstly, a custom character system? What art that?! :-It's the type of system seen in games like Morrowind, All Points Bulletin, Mass Effect and many many more!

The things left to do is mainly the texturing!