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Up and Coming
May 1, 2013

Unreal engine, UDK size "feeling" ?

Hello everyone,

As you know on the unreal engine they sat a human size is 32x32x96 (unreal unit) 96 is height
I build everything with this in mind.
So the pawn and the assets have a great relationship with each other (don't we all... ^_^)

BUT when I go face to face with one of my NPC, "nose to nose" he is at the right size but it "look" too small.
Only a rifter can tell what I mean.
If I put my hand around his head (virtually of course) the size feel too small.
I couldn't manage to change fov, so maybe it's that... ?

-----------------------------------------
Try this :
-New map
-Drop Liam Cathode and Ironguard
-Choose Deathmatch.
-Go face to face.
They look small !
or is it my perception of things ?
-----------------------------------------

Maybe it's me... I wanted to have your feedback on that.

Unreal size feel small... is that the same for you ?
    This topic has been closed for replies.

    20 replies

    Participant
    June 14, 2013
    The default UDK scale changed about a year ago. In the Unreal gametype, it is 96. Otherwise, it is closer to 120 in UDKGame and SimpleGame.
    Up and Coming
    June 23, 2013
    I've been conducting some experiments of my own regarding your height in UDK and your height in the real world.

    So to start with I've found that if the Default Game Type (in menu View->World Properties->Game Type-> ) is set to UDKGame or utgame, then when you enter your game (and you are standing up in the real world) and look down at the ground you feel like you are sitting in a chair regarding how far away the floor looks compared to how far away it looks if you temporarily remove the Rift from your head whilst looking down.

    To remedy this I decided to set a few values. Firstly I set the Default Game Type to None. Then I measured how high my eyes are from the floor in the real world when I am standing up. This value was 165cm. Then I changed values in SimplePawn.uc ( found in (<UDK-install-directory>\Development\Src\UDKBase\classes) as follows:

    in the
     event TickSpecial( float DeltaTime) { ... 
    section I set
     bAllowBob = false 
    and I set
    GroundSpeed = 300; 
    and
     AccelRate = 60; 


    and after trying a few values I changed in
     defaultproperties {  
    .
    .
    .
    BaseEyeHeight = 280.0;
    EyeHeight=280.0;


    The table that my computer is on is 76cm from the floor. So I set up a table top in my scene and changed its height from the virtual floor until it felt it was corresponding to the height of the table in my room in the real world. I measured in UDK the height of the table and it came to 255 units. This makes 1cm equal to 2.96 UDK units.

    Has anyone else come up with a measurement in UDK units for 1cm ? I'm going to recreate my real world room next to see how that feels in UDK world.
    OlivierJTAuthor
    Up and Coming
    June 23, 2013
    Interesting post Medrift.
    I haven't tried that kind or real life comparison.
    I should try that.

    Regarding UDK I think I am going to lose +2 year I invested in the engine and switch to Unity...
    Nothing has been done on Epic and Oculus side to have a full real UDK version, they are all focused on unreal engine 4...
    UDK users that want to do something other than a very regular fps are pretty much screwed.
    Today UDK is just a scrap and is an weak incomplete version of the real UDK
    Just keep that in mind. ^_^
    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
    June 23, 2013
    "OlivierJT" wrote:
    Interesting post Medrift.
    I haven't tried that kind or real life comparison.
    I should try that.

    Regarding UDK I think I am going to lose +2 year I invested in the engine and switch to Unity...
    Nothing has been done on Epic and Oculus side to have a full real UDK version, they are all focused on unreal engine 4...
    UDK users that want to do something other than a very regular fps are pretty much screwed.
    Today UDK is just a scrap and is an weak incomplete version of the real UDK
    Just keep that in mind. ^_^


    I agree that we really need support, but since the consumer version of the Rift is still a ways away, I'll put some hope in Oculus and Epic to get some fixes in there before-hand. I use Unity a lot, but I just can't see the game I want to make working on it, the pipeline is just too inefficient. I do have a cartoony game that I'll be adapting to the Rift with Unity though.
    Participant
    July 3, 2013
    what i do is make a model of my room with a door way, then check out the eyeheights etc and the lintel levels in the real world and then adjust the scaling of the virtual model or player eyeheight and compare the real and virtual versions. characters that come with UDK are massively wide....
    Up and Coming
    July 21, 2013
    I can get to the correct size with the console command "changesize .6" - this gives me the feeling that I'm looking eye to eye with a character. Problem is that I can't find how to make this change permanent. Can someone help?
    OlivierJTAuthor
    Up and Coming
    July 21, 2013
    well change size is a console command right ?

    All console command are temporary. I am guessing you are new to UDK.

    So, to change your character size you have to change the code of it.
    It's pretty easy.
    in UDK a playable character is called a "pawn"

    So look for it's class and in the default properties you should have an area :
            Begin Object class=SkeletalMeshComponent Name=xxx
    SkeletalMesh=xxx'
    AnimSets(0)=xxx
    AnimTreeTemplate=.xxx

    Scale=1
    BlockRigidBody=true;
    CollideActors=true;
    BlockZeroExtent=true;
    HiddenGame=FALSE
    HiddenEditor=FALSE
    End Object


    Depending on you what your game is based on (UDK, UT,...)
    UTPawn.uc UDKpawn.uc

    xxx is your settings or UDK settings (path, name etc...) You should know this already. (?)
    And change the Scale to your desired 0.6
    Save.
    Recompile and your done.

    Good ?
    Welcome to http://www.SynthesisUniverse.com it's out there, on the Oculus Share : https://share.oculus.com/app/synthesis-universe--maze--intro-experience
    Participant
    September 11, 2013
    in the udk-oculus docs, it says it assumes you are using a scale of 2 UU = 1''. Is this wrong?
    Up and Coming
    September 12, 2013
    Default UDK:
    1 Unreal Unit = 2cm.

    There is no harm in switching to 1UU = 1cm, which is what a most licensees do.
    Rule#21: Be polite, be professional, but have a plan to kill everyone you meet.
    Up and Coming
    September 26, 2013
    I'm not sure if you are aware of this or not but if you go to the world properties and change the game type it has an effect on the scale of how tall you feel/look.

    I like to use utgame, then the 96 units equals roughly 6 feet works correctly.

    Hope this helps!