Custom Material Compiling
Custom materials can't be compiled ingame due to KFGame.exe being compiled with -NOEDITOR.
This prevents modders from being able to create things that needs a custom material.
A good example of this was a 3D UI system I was making for damage numbers, I can't use a RenderTargetTexture2D in a Particle System. None of the custom UI materials have a Texture parameter defined so doing this was impossible.
This issue is not present at all in UT3 nor does any sort of crashing/bugs happen if a shader cache is baked into a map.
GetPackageLinker Issue
There is an issue with the function ULinkerLoad* UObject::GetPackageLinker inside of UnObj.cpp that is causing assets loaded from cache to fail. This does not include UPK assets from the workshop but includes any .u package.
This issue prevents modders from extending mods present on the workshop, any attempt to use a class or extend it from a different .u will be met with a immediate crash because the class reference to the parent is None.
Issue is not present if the .u is inside of KFGame/Published in Documents or the primary game directory
Canvas clipping issue
Changing ClipX and ClipY in Canvas seems to not affect elements drawn after it, this includes text and drawtile calls. The source of the issue is unknown and has made it impossible to create proper scrolling bar elements or adding in masked materials like scanlines.
Canvas render crash when drawing UI Streamed textures
If you attempt to draw a Texture2D that had been imported with the UI Streamed LODGroup it will crash the rendering engine if you attempt to draw it in anyway from Canvas. This includes DrawTile and DrawMaterialTile.
All cosmetic item icons use this LODGroup and make it impossible to create a custom cosmetics UI without re-importing every cosmetic icon texture.
SoundCue attenuation is broken with mono sounds
Any SoundCue that has a attenuation filter added and is a mono sound it will not be played within a 3D space and will always play from the left audio channel.
This issue prevents any and all sound mods since custom WWise sounds can not be created and be downloaded by the client and have them work out of the box.
Custom materials can't be compiled ingame due to KFGame.exe being compiled with -NOEDITOR.
This prevents modders from being able to create things that needs a custom material.
A good example of this was a 3D UI system I was making for damage numbers, I can't use a RenderTargetTexture2D in a Particle System. None of the custom UI materials have a Texture parameter defined so doing this was impossible.
This issue is not present at all in UT3 nor does any sort of crashing/bugs happen if a shader cache is baked into a map.
GetPackageLinker Issue
There is an issue with the function ULinkerLoad* UObject::GetPackageLinker inside of UnObj.cpp that is causing assets loaded from cache to fail. This does not include UPK assets from the workshop but includes any .u package.
This issue prevents modders from extending mods present on the workshop, any attempt to use a class or extend it from a different .u will be met with a immediate crash because the class reference to the parent is None.
Issue is not present if the .u is inside of KFGame/Published in Documents or the primary game directory
Canvas clipping issue
Changing ClipX and ClipY in Canvas seems to not affect elements drawn after it, this includes text and drawtile calls. The source of the issue is unknown and has made it impossible to create proper scrolling bar elements or adding in masked materials like scanlines.
Canvas render crash when drawing UI Streamed textures
If you attempt to draw a Texture2D that had been imported with the UI Streamed LODGroup it will crash the rendering engine if you attempt to draw it in anyway from Canvas. This includes DrawTile and DrawMaterialTile.
All cosmetic item icons use this LODGroup and make it impossible to create a custom cosmetics UI without re-importing every cosmetic icon texture.
SoundCue attenuation is broken with mono sounds
Any SoundCue that has a attenuation filter added and is a mono sound it will not be played within a 3D space and will always play from the left audio channel.
This issue prevents any and all sound mods since custom WWise sounds can not be created and be downloaded by the client and have them work out of the box.
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