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OlivierJT's avatar
OlivierJT
Explorer
12 years ago

1st person, head (and body) clipping solution ? [SOLVED]

Bonjour everyone !

I hope everyone is fine in this important week ! (GDC 2014)

What solution did you find to avoid body clipping *inside UDK* when the camera is inside a head ?
I can't find the occlusion clipping distance *inside UDK*, if there is such a settings *inside UDK*.
I would like to lower it *inside UDK* a little so clipping is near the *UDK* camera.
(FYI my *UDK* camera is attached to a socket inside the pawn head, right now it clips around the shoulder distance... so I don't see my shoulder also... annoying... ! ^_^

(I know the consequence of touching it -loss of precision-) But I was wondering what could be done about that *inside UDK*.

It is important to have a head geometry so you can have it's shadow also... (inside UKD)
Cheers,

Ol

Did I forgot to mention that
it is inside UDK engine ?


Edit : added pretty colors and mention to UDK more visible. (for good fun of course...)

10 Replies

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  • Yes indeed, I did look for a solution, but not properly...
    Sorry about that CyberReality.

    So it's in :
    UDKGame/Config/UDKEngine.ini
    @ line 201 : NearClipPlane=10.0 (10 is default)

    Edit :
    Well actually modifing UDKEngine.ini is not enough.
    If you do only this one, next time you relaunch it will be back to the default value ! (10)
    So you have to edit BaseEngine.ini ALSO
    (.../Engine/Config/)

    A value of 2 works fine for me.

    Edit 2:
    Oh that solution is I think, well I am actually pretty sure related to UDK, you know Unreal Development Kit !
    (oh boy.... all that colors....)
  • Lane's avatar
    Lane
    Honored Guest
    In the future it would help if you specified the engine you're using, this is just a slider on the camera in Unity.
  • @Lane...

    "Lane" wrote:
    In the future it would help if you specified the engine you're using, this is just a slider on the camera in Unity.

    ...?
    In the future it would help you if you looked where you are. ^_-)

    My post has been made in :
    > Board index > Oculus Integrations > Unreal Development Kit (UDK) Integration

    So I wonder what engine I am using... ^_^
    I am pretty sure I am using UDK !

    Cheers.
  • Lane's avatar
    Lane
    Honored Guest
    bahaha lol!! sorry, I just read the posts from the recent posts feed and never bothered to notice the subforum! (didnt even know there was a UDK subforum!)

    damn thats funny. Thats what I get for posting at 5:30AM.
  • Actually when I read you, I thought : He must be working too late...
    5.30 am ! ^_^
    GO TO BED ! ^0^
    haha
  • Even though this is in the right section, it may still help to mention to engine somewhere so that people searching Google will find the topic easier when searching.
  • As you wish ^_^
    (there is UDK in the config link solution though, but I'll make the post pretty just for you ^_^)
  • I see that this topic has been solved, but I think there's a solution everyone should know about: To solve this problem you can create a modular pawn. Give it at least two separate meshes: one for the head and one for the body. Then do something like this in your default properties:


    Begin Object Class=SkeletalMeshComponent Name=BodySkeletalMeshComponent
    SkeletalMesh=SkeletalMesh'BodyMesh'
    bOwnerNoSee=false
    End Object
    Mesh=BodySkeletalMeshComponent
    Components.Add(WPawnSkeletalMeshComponent)

    Begin Object Class=SkeletalMeshComponent Name=HeadSkeletalMeshComponent
    SkeletalMesh=SkeletalMesh'HeadMesh'
    bOwnerNoSee=true
    ParentAnimComponent=BodySkeletalMeshComponent
    ShadowParent=BodySkeletalMeshComponent
    End Object
    HeadSkeletalMesh=HeadSkeletalMeshComponent
    Components.Add(HeadSkeletalMeshComponent)


    If you set the head mesh to bOwnerNoSee=true, then the mesh is there for other players to see, and it'll cast shadows, and to take critical hits or whatever, but you won't see it from the inside.
  • @Nathaniel3W

    Ha modular like that ^_^
    That's a good way to go things. Thank you
    I didn't know that when bOwnerNoSee=true it was still casting a shadow.
    Cool ^_^