Real information about Unreal Engine 3

Tuesday, April 30, 2013

Resource Localization

The Basic Rule Unreal Engine 3 supports text localization with respective ini files for each language in the "Localization" folders. For binary data, localization is based on providing different versions of the same packages for each supported languages. Each language has its three letter code, and a package file for a certain language has to postfix its filename with the code. When the engine...
Read More

Sunday, March 31, 2013

Input Event Flow

If you ever tried to make a mod based on UTGame, you might have found in some situations you could not recieve user input in PlayerController. For example, when the pause menu pops up. This is because there are many layers of input handlers in UE. When an input handler receives an input event, the handler can capture it and prevent it from being processed by other handlers. Input Handler In UE,...
Read More

Saturday, February 23, 2013

Name vs. String

If you are new to UnrealScript, you may wonder what the difference between Names and Strings is and when you should use Names instead of Strings. This article will give you some information about that. Limitation   Names are unmodifiable. You can't cut down the string values of Names like Strings, but you can assign a Name variable to a new value. Names are restricted to up to 1024 characters,...
Read More

Sunday, January 27, 2013

Mouse Picking

This information is about how to get the objects a user pick in a scene.There are two ways provided by UE3 to get the picked objects: Hit Proxy and ray tracing. Hit Proxy works like OpenGL's selection mode. It is accurate but more expensive. Ray tracing is not that accurate because the collision shapes of objects may be not identical to their graphical shapes. However, you need a source code license...
Read More

Followers

AD (728x90)

Powered by Blogger.