4. Making UDK recognize the stuff which I added in
I changed some of the .uc files in [UDK folder]/Development/Src/UTGame/classes.
I made a back-up of the files.
First I Opened the UTPawn.uc file. Scrolled down to defaultproperties and the line
Quote is: AnimTreeTemplate=AnimTree'CH_AnimHuman_Tree.AT_CH_ Human'
and changed it to: AnimTreeTemplate=AnimTree'YourPackage.YourGroup.Yo urAnimTree'
This is where the Unreal engine has to know which AnimationTree the Playercharacter should use.
And then I opened the UTFamilyInfo_Liandri_Male.uc file
Scrolled down to defaultproperties and the line Quote:
CharacterMesh=SkeletalMesh'CH_LIAM_Cathode.Mesh.SK _CH_LIAM_Cathode'
and changed it to:
CharacterMesh=SkeletalMesh'YourPackage.YourGroup.Y ourCharacter'
In the same file the line Quote is:
AnimSets(0)=AnimSet'CH_AnimHuman.Anims.K_AnimHuman _BaseMale'
and changed it to Quote:
AnimSets(0)=AnimSet'YourPackage.YourGroup.YourAnim Set'
This is where the Unreal editor has to know which character to show and which AnimSet to use.
If the character doesn't show up and Unreal editor shows the default character with no animations then I have to open the UTFamilyInfo_Liandri.uc file and do the same things as in UTFamilyInfo_Liandri_Male.uc so had to avoid it again.
5. Animations for Melee Attacks
This was a bit easy to do, rest of it took a bit of research from youTube
I Opened the UTFamilyInfo.uc file and added some FamilyEmotes as EmoteAnim entered the name of the Melee Attack animations.
Once again I opened a UTWeapon_XXXXX.uc file the LinkGun would be pretty handy since it is the default weapon
found the line
Quote:
super.ConsumeAmmo(FireModeNum);
and added below
Quote:
UTPawn(Instigator).PlayEmote('(The name of the EmoteTag that should be played)', -1);
Now the character should be playing the Melee Attack animation when you press fire.
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