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#1
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Is there a way to get these models (and other "hidden?" models) out of stock maps and into a custom map? They show up in the "Props_MapName" folders when you have "TE-MapName" open in the editor but they don't show in the generic browser (at least I can't find them).
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...no, no, you've got the wrong map there, this is Stalingrad...You wouldn't have had much fun in Stalingrad, would you... |
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#2
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Open the stock map, select the mesh, copy (Edit>Copy)
Open your map and paste ![]() Then every time you open your map, that package will also load (though partially). |
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#3
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Sweet! Thanks!
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...no, no, you've got the wrong map there, this is Stalingrad...You wouldn't have had much fun in Stalingrad, would you... |
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There is an actor at:
Actor -> Info -> RODestructionReplicationInfo In online play the sever uses this actor to tell the clients will destructible should be destroyed. It's a lighter weight replication system. The RODestructionReplicationInfo actor is used by populating the inline structure at: Properties -> RODestructionReplicationInfo -> All Destructibles with NO MORE than 300 entries. Use multiple actors if you have more destructibles. It's not recommended to use more than 450 destructibles and even that is fairly high. It will do it, but it's not recommended. HOW-TO: Populating the RODestructionReplicationInfo Open the properties and expand it to have "enough" slots for the total number of destructibles in the map. Then use the Scene Manager in the editor to select each of the destructibles then populate it into the actor. |
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#5
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oh that probably explain why nothing is destructible in my map while having plenty of destructible meshes
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#6
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Wow! 450 objects is a lot of BOOM!
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...no, no, you've got the wrong map there, this is Stalingrad...You wouldn't have had much fun in Stalingrad, would you... |
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#7
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lol I'm at 379 destructible
![]() is there any easy way to convert a ROStaticMeshDestructible to Static Mesh? |
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#8
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I guess you picked the wrong asset then.
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#9
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no I just like blowing stuff up
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