I’ve been working on an icon-based Inventory screen for a game and I decided to release it as a UDK Starter Kit, and now it’s ready for a release. Therefore I can now present Chosker’s RPG Inventory Starter Kit.
This Starter Kit implements an Inventory system into UDK including a Scaleform Inventory screen (written in ActionScript 2), integration with the Pawn’s Inventory Manager, weapon/Armor/Item stats, Weapon/Armor equipping along with an Armor attachment system, Item Dropping, and Pawn and Container Looting.
Much like UDN’s Starter Kits it is meant to serve as a basis for a new project, but there’s nothing to stop anyone from implementing it into an existing project’s code.
Hello again. Today I’m sharing my latest discovery on UDK: using a custom cursor with hardware mouse.
Why would you want that? well a mouse cursor via Scaleform is dependant on the game’s framerate and always seems to be at least 1 frame behind so overall it feels laggy, something unacceptable for any game with a minimum level of polish and a nightmare for a heavily mouse-dependant game like an RTS or a point-and-click.
Some time ago Epic introduced the possibility of using the Hardware Mouse Cursor, which is the usual trustworthy and smooth Windows mouse cursor. Except it doesn’t allow changing the actual cursor graphic, and that’s what I’m changing here today.
So let’s get started. Read more…
Long time no see but I’m back with a new tutorial.
For a while I’ve had this problem when using an AnimNodeBlendDirectional node in a character’s AnimTree, where blending one direction after the next one usually makes the node go through yet another direction first which causes a visible and ugly glitch. There’s been a number of forum threads about it like this guy Mariusz describes in [his blog], and his solution (the only one I’ve found so far) focuses on making the blends so fast that you don’t see the problem (but pretty much won’t see the desired blend either). So here I present my own solution.
The idea is to get rid of the whole AnimNodeBlendDirectional node and handling it differently: part by code and part in the AnimTree.
Back when I was starting with AnimTrees and scripting I encountered a problem when trying to play a non-looping animation from within the AnimTree: once an anim sequence node becomes relevant it will start playing the animation at the time it was if it was played before, which means the animation will only play from the start the first time.
I’m working on a menu that will allow the player to re-bind the game actions to different keys. Before the menu comes though, there’s some stuff needed to make it work: being able to re-bind a game action to a different key.
As you probably know the keybinds are found in UDKGame/Config/UDKInput.ini. If you press a key it goes and tries to find the apropriate function in the PlayerController class, and then on his owned Pawn class. However you might not know that before looking in the PlayerController class, it looks in the Input class. To keep things clean then, we’ll implement this functionality in the Input class.