[UPDATE] Ok after 4 days, I finally managed to get my layer system up and running. It's stable and everything works just like I had planned. I would like to thank you all for your help and inspiration. I wrote a blog post about my final implantation which you can read here. Thanks everyone!
Why not just some sets of functors implementing () or some invoke interface?
And how exactly would you do this? I worked with an interface and a set of functors, isn't really working out. Maybe i'm doing it wrong or maybe it's just a wrong idea to go down that road for this specific concept. So if you think it is possible to do with that, please provide me some example on how to do such a thing correctly and legal.
Out of the box, UDK has default set to first-person view mode, whereas our game is to be on the more third-person action-adventure side (With first-person becoming activated when equipping a pistol/rifle.) Is this an example of source code manipulation needed with source code access, or would functionality such as this be attainable using the Unreal Script?
Like M6dEEp said before, most things can be done in C++ or unrealscript ( which is basicly C++ with some syntax differences and some more jingle jangle ). I myself made a 3d game. The camera movement was one of our unique points. It was always in sideview from the player, however the player could move in depth. The levels also had twists and corners, so on these points the camera and the player turned automaticly. For some special events the camera would turn on the x-axis ( over the player his head ) so going from sideview -> top view -> sideview ( other side ). Basicly you can do all these things you want to do via your own code. You'll write a lot of classes based on the unreal classes provided with the UDK dev kit. The manual of UDK is really good and they always have great examples.
When you'll read trough the UDK manual, you'll notice how much freedom you have. I believe their is even a 3rd person view example. Which is simply done by adding a custom camera class, a player and one more I believe. I can't check it, cause for some strange reason I can't connect to the website. I hope you can, cause the manual is awesome!
Aardvajk, you nailed both problems. I have indeed 2 resource leaks, one device context handle and one Brush Handle. I already found the HDC (forgot to delete a certain HDC), still searching the brush. Btw I also found this free 3rd party application. It enables you to see the addresses and specific GDCI objects.
I fixed the menu by moving the code from WM_CREATE to my WinMain, just like you said. That solution worked perfectly. Thank you for finding these 2 problems so fast. Can I re-use this topic later, if I bump into new problems regarding my custom win32 framework? Or should I make a new topic for new problems?
[EDIT] I found the Brush leak. Often I used CreateSolidBrush() as a parameter for a certain windows function. By doing this I was unable to delete the brush. I fixed this problem by creating a HBRUSH object and assigning the CreateSolidBrusH() to that local variable, Than I use that local variable in the scope of the function. near the end of the scope of the function I delete the HBRUSH object via DeleteObject(). Now my application is free from leakage. Thx again Aardvajk you really made my day. My framework is really getting awesome and it is now bug free thanks to you. You're my hero of the day