Skip to main content
Up and Coming
March 17, 2014

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...)
    This topic has been closed for replies.

    10 replies

    Inspiring
    March 18, 2014
    Can you not adjust the near clipping plane on the camera?
    AMD Ryzen 7 1800X | MSI X370 Titanium | G.Skill 16GB DDR4 3200 | EVGA SuperNOVA 1000 | Corsair Hydro H110i Gigabyte RX Vega 64 x2 | Samsung 960 Evo M.2 500GB | Seagate FireCuda SSHD 2TB | Phanteks ENTHOO EVOLV
    OlivierJTAuthor
    Up and Coming
    March 18, 2014
    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....)
    Welcome to http://www.SynthesisUniverse.com it's out there, on the Oculus Share : https://share.oculus.com/app/synthesis-universe--maze--intro-experience
    Up and Coming
    March 18, 2014
    In the future it would help if you specified the engine you're using, this is just a slider on the camera in Unity.
    Brevis / DevBlog Twitter
    OlivierJTAuthor
    Up and Coming
    March 18, 2014
    @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.
    Welcome to http://www.SynthesisUniverse.com it's out there, on the Oculus Share : https://share.oculus.com/app/synthesis-universe--maze--intro-experience
    Up and Coming
    March 18, 2014
    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.
    Brevis / DevBlog Twitter
    OlivierJTAuthor
    Up and Coming
    March 18, 2014
    Actually when I read you, I thought : He must be working too late...
    5.30 am ! ^_^
    GO TO BED ! ^0^
    haha
    Welcome to http://www.SynthesisUniverse.com it's out there, on the Oculus Share : https://share.oculus.com/app/synthesis-universe--maze--intro-experience
    Inspiring
    March 18, 2014
    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.
    AMD Ryzen 7 1800X | MSI X370 Titanium | G.Skill 16GB DDR4 3200 | EVGA SuperNOVA 1000 | Corsair Hydro H110i Gigabyte RX Vega 64 x2 | Samsung 960 Evo M.2 500GB | Seagate FireCuda SSHD 2TB | Phanteks ENTHOO EVOLV
    OlivierJTAuthor
    Up and Coming
    March 18, 2014
    As you wish ^_^
    (there is UDK in the config link solution though, but I'll make the post pretty just for you ^_^)
    Welcome to http://www.SynthesisUniverse.com it's out there, on the Oculus Share : https://share.oculus.com/app/synthesis-universe--maze--intro-experience
    New Participant
    March 22, 2014
    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.
    OlivierJTAuthor
    Up and Coming
    March 22, 2014
    @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 ^_^
    Welcome to http://www.SynthesisUniverse.com it's out there, on the Oculus Share : https://share.oculus.com/app/synthesis-universe--maze--intro-experience