Just posting since I've gotten back to this topic. Thanks again for the video!
But I have another thing I'd like to understand; from looking at that video it seems like he's just taking the model and planting it in as a prop. Does that connect it to a certain pawn or actor, like one defined in Unrealscript and put into the game world by the editor? Or is that something I need to do elsewhere first?
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 if this is how I need to do it, which directory must I store my meshes and animations into? Is it always just a case of saving them there and attaching them like that?
Or, for a more precise question:
do I need to use Unrealscript to attach a mesh to a pawn/play an animation at a certain sequence, and if so, what would such actions look like?