Thursday, March 14, 2013

Custom Characters in UDK

There have been some changes to the way one gets the character into UnReal since Unreal Ed. With UDK, things are a little more straightforward but also complicated in other ways (especially if you are used to doing it the old way). So here are some pointers (a full tutorial is in the making I guess):

1. Save you packages into UTGame/Content (to avoid UDK failing to locate your files)
2. Make a directory in your Development/Src/Name_of_Your_Game/Classes
3. Inside Classes, make sure you copy these uc files UTGameInfo.uc, UTPawn.uc, and UTPlayerController.uc. Rename them to Name_of_Your_GameGameInfo.uc, Name_of_Your_GamePawn.uc and Name_of_Your_GamePlayerController.uc (you can find these files in the UTGame/Classes directory)
4. Open up each uc file and change the script so that the lines refer to whatever you are referencing (your custom char, anim etc) eg:

class Name_of_Your_GamePlayerController extends UTPlayerController;
etc etc etc

DefaultProperties
(

defaultMesh=SkeletalMesh'PackageName.PackageSubDirectory.MeshFilename'


I MAY be wrong as to those files as I am looking at this documentation: http://udn.epicgames.com/Three/UDKCustomCharacters.html

Also, if the custom character is exported out of max and imported into UDK but with issues, then you should ensure the settings are as these:
http://udn.epicgames.com/Three/FBXSkeletalMeshPipeline.html#ExportMesh
http://udn.epicgames.com/Three/FBXSkeletalMeshPipeline.html#ImportMesh

If you're lazy, just look for UDK/Development/Src/Classes and look for UTFamilyInfoLiandri_Male and change the reference from Liandri to whatever your character is referenced (Line 12)
Also, open up UTFamilyInfoLiandri and change Line 13. DONE!

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