Unreal Development
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Hey folks :) I'm having an issue with building my game for distribution using the UDK 2013-03 frontend. I don't have these issues when I build the game from the last official build though , the issue being that after I successfully build and cook everything udk crashes when it launches from frontend and again when I try and run the executable from the directory. I am using a custom game type and have modified the INI files accordingly and everything works when I launch from Visual Studio.Would I be correct in assuming that unreal frontend isn't working in the OR version of UDK for anyone else (using a custom game type) ? BestMrNexy
EDIT: Opps, wrong Forum. See: viewtopic.php?f=44&t=225I didn't see Epic Citadel in the UDK package. Did I miss something?
Just wasted 20 minutes to find the UDK download. It's hidden in the old SDK Version 0.1 download. Would be smart to also put it into the head release directory...
There is a bug at the moment where built/cooked UDK demos/games are released, they do not display the Barrel Distortion pixel shader even when using the HMDWARP ON command.To work around this, go to UDK\RiftCoaster\UDKGame\Config\UDKSystemSettings.iniset DepthOfField=TrueSomehow when DepthOfField is false, it completely shuts down the Barrel Distortion pixel shader.
I know, this should go to the Unreal forums, but I might as well try you guys..The Unreal UDK (editor) just crashes on startup. I tried a complete redownload and reinstall, to no avail. I'm on x64 Win7 - anyone here having the same issue ?
Hi all,Does anyone know of any good, current tutorials for complete UDK newbies? And a more immediate question is how do I edit scripts in UDK Editor? Reading the the PDF provide by Oculus, I see references to various classes/objects, like PlayerController.uc, for example. I can find this file in explorer, but I can't figure out how to view/edit it from within UDK.Thanks.
I would like to demo the Rift with UDK on my work laptop, which has an Nvidia Quadro 3000M, but it is a bit under-powered for games (despite being a high end workstation laptop :( ).Running UDKSystemSetting.ini ScreenPercentage=120.000000 runs at 60 FPS but looks crappy. Anything below 140 seems to really degrade the image quality.Any other simple tweaks to get the FPS up? I've tried a bunch of lighting a shadow options but that haven't made much of a difference thus far.Thanks.
I'll definitely be demoing the Rift for people using UDK, glad I waited. The better graphics add to immersion more than I thought. Some fun things to try:Open and play VCTF-Necropolis in UDK Editor. Beautiful level with alien cathedral looking architecture. I prefer it with setallspeed 0.5. You can also drive the Scorpion and fly the Manta. I've never appreciated the artistry in the levels and vehicles before. Much better 'walking around' experience than the Tuscany Demos. May require a good graphics card.Play LSMobile_Castle though the UDK Game or Editor. It will take your control away for a minute, but ride it out. Then setallspeed 5.0 and fly. It basically feels exactly like this 'Neo flying' scene from the The Matrix Reloaded:Capture.JPGWhoa.
I wanted to do a modern Oculus room that looked similar to the hallway entrance to some of the high rise apartments they have in Norwalk, CT. Open-Wooden-Staircase-Open-Plan-Living-Room-Design-with-Cozy-Black-and-White-Sofa-927x619.jpegI designed the staircase in Lightwave then used an Export ASE file format so I could get it into UDK. Only one problem- I dont know how to export the UV maps. I heard I'm supposed to use _mat matching the file-name that I export it to.modeler.pngI got the collision working by adding block volumes around the UDK environment, So you can go up the stairs and also not go through the railing. I'm just wondering if the size ratio justifies.test.png
Hi all,Has anyone found a setting in an ini file (or anywhere else) that allows the IPD distance to be set? There's a section in UDKEngine.ini called [Engine.Oculus], but there's nothing in it that appears to relate to IPD.Thanks.
hey, I have not received my rift yet. Installed UDK today and changed it as suggested in the other thread. Tried Citadel with resolution of rift, blurred compared with full hd. So I put Sweetfx in UDK and changed the LumaSharpen "Sharpens the image, making details easier to see" a lot. And the change was very impressive.Anyone who wants to try and see how the effect is in the Oculus?http://www.guru3d.com/files_details/swe ... nload.html
Hello peeps,There is currently a Unity integration guide here.Anybody know if there is a UDK one in the pipeline?Thanks!
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