Real information about Unreal Engine 3

Sunday, December 30, 2012

Sub-Archetype

Currectly there's no much information about sub-archetype on UDN, so I'd like to share some I know.

An archetype is an instance of a centain class, its properties inherit the class default values but you can change them as you wish. If its property values do not change but the class default values do, the property values will change accordingly. If its property values change, then they will stick to the modified values as the class default values change. You can create an archetype in the Actor Classes Browser.

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Saturday, July 7, 2012

Split Screen

Unreal Engine 3 inherently supports split screen up to 4 viewports for 4 local players. In GameViewportClient.uc, there is an enum named ESplitScreenType, which lists different layouts for different numbers of players.
eSST_NONE
eSST_2P_HORIZONTAL
eSST_2P_VERTICAL
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Friday, June 15, 2012

Setting up a UnrealScript project in Visual Studio

nFringe is a plug-in for Visual Studio to support UnrealScript. It allows you to create UnrealScript projects, and it supports IntelliSense and the debugger in Visual Studio. It has a commercial license and a non-commercial one. You can register a non-commercial license without charge, and it allows you to use all functions with UDK. For a UnrealScript scripter using UDK, it is definitely worthy to give it a shot.

Installation


  • Install Visual Studio 2008.
  • Download nFringe, and install it.
  • Register a non-commercial license of nFringe. You MUST have a license to use it.

Creating a UnrealScript project


Start Visual Studio, and then in the menu bar, click File > New > Project..., and then a dialog window shows up:
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Tuesday, June 12, 2012

UnrealScript Beginner's Guide

UnrealScript is the script language provided by Unreal Engine. It allows you to move your characters and cameras, play animation and special effects, even draw HUD. A UDK user only need a text editor to code in UnrealScript. When you start UDK, it will check if UnrealScript code has been modified. When you finish coding and want to test it, you can just restart UDK to recompile UnrealScript. This note will show you how to code with this simple approach.

Writing Scripts


Once you finish installing UDK, you can find UnrealScript files in the "Development\Src\UTGame\Classes" folder. Open "UTCheatManager.uc" with your text editor, and insert the following code snippet into the end of the file:
exec function SetGroundSpeed(float NewSpeed)
{
    Pawn.GroundSpeed = NewSpeed;
}
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