• Create Account

### #ActualSammieo

Posted 19 March 2013 - 02:04 PM

Very basic question, I imagine, and forgive me if I'm phrasing it wrong, but Google has not been kind to me in my search for an answer. I want to give my character in UDK a model, but I'm not quite sure how, and the amount of tiny questions I have about it only seems to grow:

- Must my model be in a specific directory? If so, which one?
- Do I need to use unrealscript to do it, or is that simply the recommended way?
- How do I play animations? Must the call to the animation be written in unrealscript as it enters a new function or state?

This is how I understand how to attach a mesh to an actor right now, by writing this in the defaultproperties section of a Pawn or Actor:

Begin Object Class=StaticMeshComponent Name=BasicMesh

StaticMesh=StaticMesh'UN_SimpleMeshes.TexPropCube_Dup'

Materials(0)=Material'EditorMaterials.WidgetMaterial_X'

LightEnvironment=MyLightEnvironment

Scale3D=(X=0.25,Y=0.25,Z=0.5)

End Object

Components.Add(BasicMesh)

From this I can tell that 'UN_SimpleMeshes.TexPropCube_Dup' is the actual object, and exists somewhere in the UDK folders, but that is the extent of my knowledge. If anyone could offer some wisdom to me, it'd make a world of difference!

### #3Sammieo

Posted 19 March 2013 - 11:42 AM

Very basic question, I imagine, and forgive me if I'm phrasing it wrong, but Google has not been kind to me in my search for an answer. I want to give my character in UDK a model, but I'm not quite sure how, and the amount of tiny questions I have about it only seems to grow:

- Must my model be in a specific directory? If so, which one?
- Do I need to use unrealscript to do it, or is that simply the recommended way?
- How do I play animations? Must the call to the animation be written in unrealscript as it enters a new function or state?

This is how I understand how to attach a mesh to an actor right now, by writing this in the defaultproperties section of a Pawn or Actor:

Begin Object Class=StaticMeshComponent Name=BasicMesh

StaticMesh=StaticMesh'UN_SimpleMeshes.TexPropCube_Dup'

Materials(0)=Material'EditorMaterials.WidgetMaterial_X'

LightEnvironment=MyLightEnvironment

Scale3D=(X=0.25,Y=0.25,Z=0.5)

End Object

Components.Add(BasicMesh)

From this I can tell that 'UN_SimpleMeshes.TexPropCube_Dup' is the actual object, and exists somewhere in the UDK folders, but that is the extent of my knowledge. If anyone could offer some wisdom to me, it'd make a world of difference!

### #2Sammieo

Posted 12 March 2013 - 01:26 PM

Very basic question, I imagine, and forgive me if I'm phrasing it wrong, but Google has not been kind to me in my search for an answer. I want to give my character in UDK a model, but I'm not quite sure how, and the amount of tiny questions I have about it only seems to grow:

- Must my model be in a specific directory? If so, which one?
- Do I need to use unrealscript to do it, or is that simply the recommended way?
- How do I play animations? Must the call to the animation be written in unrealscript as it enters a new function or state?

This is how I understand how to attach a mesh to an actor right now, by writing this in the defaultproperties section of a Pawn or Actor:

Begin Object Class=StaticMeshComponent Name=BasicMesh

StaticMesh=StaticMesh'UN_SimpleMeshes.TexPropCube_Dup'

Materials(0)=Material'EditorMaterials.WidgetMaterial_X'

LightEnvironment=MyLightEnvironment

Scale3D=(X=0.25,Y=0.25,Z=0.5)

End Object

Components.Add(BasicMesh)

From this I can tell that 'UN_SimpleMeshes.TexPropCube_Dup' is the actual object, and exists somewhere in the UDK folders, but that is the extent of my knowledge. If anyone could offer some wisdom to me, it'd make a world of difference!

### #1Sammieo

Posted 12 March 2013 - 01:23 PM

Very basic question, I imagine, but Google has not been kind to me. I want to give my character in UDK a model, but I'm not quite sure how, and the amount of tiny questions I have about it only seems to grow:

- Must my model be in a specific directory? If so, which one?
- Do I need to use unrealscript to do it, or is that simply the recommended way?
- How do I play animations? Must the call to the animation be written in unrealscript as it enters a new function or state?

This is how I understand how to attach a mesh to an actor right now, by writing this in the defaultproperties section of a Pawn or Actor:

Begin Object Class=StaticMeshComponent Name=BasicMesh

StaticMesh=StaticMesh'UN_SimpleMeshes.TexPropCube_Dup'

Materials(0)=Material'EditorMaterials.WidgetMaterial_X'

LightEnvironment=MyLightEnvironment

Scale3D=(X=0.25,Y=0.25,Z=0.5)

End Object

Components.Add(BasicMesh)

From this I can tell that 'UN_SimpleMeshes.TexPropCube_Dup' is the actual object, and exists somewhere in the UDK folders, but that is the extent of my knowledge. If anyone could offer some wisdom to me, it'd make a world of difference!

PARTNERS