We just pushed out a new update to address some users crashing.
Enable Drag Grid Snap is still not working for static meshes
I wonder and it might be a silly question. Which actor do you pick
when you choose an static mesh. The static mesh or the statc mesh obstacle ?
Copy/paste works with the supress=log line and awaiting my first crash....
On import i just make sure static mesh is selected, in the static meshes properties it says ROStaticMeshObstacle_
i am not sure there is a difference, nor can i find a way to import it differently
Right click on map -> add actor -> add static mesh. Not static mesh obstacle.
Well that worked, i now have drag grid snapping!
Does anyone know what static mesh obstacle is for?
I cant say i have ever encountered one in my UDK works
Thanks, this makes things a million times easier!
// A Static Mesh that can be turned on or off via Kismet to block paths off
// based on the number of Max Players.
You can find comments in the ROStaticMeshObstacle file if you navigate to the red orchestra 2\Development\Src\ROGame\Classes folder.
Code:// A Static Mesh that can be turned on or off via Kismet to block paths off // based on the number of Max Players.
So thats what I ment when i asked Toxic Sky.
I had the feeling he picked the wrong actor.....
Can you load any map at all?
[0261.36] Critical: appError called: Assertion failed: BulkDataOffsetInFile == Ar.Tell() [File:d:\RO2\Development\Src\Core\Src\UnBulkData.cpp] [Line: 629]
Bad offset for Texture2D Props_Vegetation.Trees.Materials.ApartmentTree_1_Billboard_DIFF
Stack: Address = 0x402209b9 (filename not found) [in f:\steam\steamapps\common\red orchestra 2\binaries\win64\rogame.exe]