I've always dragged static meshes into the game world one mesh at a time, which can be very tedious when I'm trying to add a lot of small decorations to a scene. I think we're supposed to be able to add meshes quickly using static mesh mode, where you should be able to just press S and click to add a static mesh where your mouse is. The problem is I've never been able to make it work. Pressing S just moves my camera backwards, and sometimes when I click while holding S, I get a static mesh where the camera was.

Have any of you been able to get static mesh mode to work? Am I doing something wrong?]]>

Also, It was very impractical of me, but i actually made this in udk 2014-08 and all most everyone here probably uses a older one.So watch the video and if its interesting, install udk 2014-08 and just copy paste the shading network to your udk(or do it by eye) as its not complex.

Link to udk:

https://drive.google.com/file/d/0Byl...RWVHFrVk0/view

Link to upk:

https://easyupload.io/fbfy4l

Video part1

https://www.youtube.com/watch?v=7hdXIMx46uw

Video part2

https://www.youtube.com/watch?v=M4_Z7NntjqQ

The HLSL i am using

Code:

float3 H = normalize(L + V); float NdotL = saturate(dot(N, L)); float NdotH = dot(N, H); float NdotV = dot(N, V); float LdotH = dot(V, H); float NdotH_2 = NdotH * NdotH; float NdotH_4 = NdotH_2 * NdotH_2; float m_2 = m * m; float D = exp((NdotH_2 - 1.0) / (NdotH_2 * m_2)); float3 F = Ks + (1.0 - Ks) * pow(1.0 - LdotH, 5.0); float G = saturate(2 * NdotH * min(NdotV, NdotL) / LdotH); float3 Rs = (D * F * G) / (4 * m_2 * NdotH_4 * NdotV); float gamma = saturate(dot(V - N * NdotV, L - N * NdotL)); float A = 1.0 - 0.5 * (m_2 / (m_2 + 0.33)); float B = 0.45 * (m_2 / (m_2 + 0.09)); float C = sqrt((1.0 - NdotV * NdotV) * (1.0 - NdotL * NdotL)) / max(NdotV, NdotL); float3 Rd = Kd * (A + B * gamma * C) * (1 - Ks); return Rs + Rd * NdotL;

And a aditional HLSL i used to use but decided to leave.It is more complex and uses Cook Torrance and Oren-Nayar.

Code:

float3 H = normalize(L + V); float NdotL = saturate(dot(N, L)); float NdotV = dot(N, V); float NdotH = dot(N, H); float LdotH = dot(L, H); float a_2 = a * a; float NdotL_2 = NdotL * NdotL; float NdotV_2 = NdotV * NdotV; float NdotH_2 = NdotH * NdotH; float OneMinusNdotL_2 = 1.0 - NdotL_2; float OneMinusNdotV_2 = 1.0 - NdotV_2; float D = NdotH_2 * (a_2 - 1.0) + 1.0; float3 Fd = 1.0 - Ks; float3 Fs = Ks + Fd * exp(-6 * LdotH); float G1_1 = 1.0 + sqrt(1.0 + a_2 * (OneMinusNdotL_2 / NdotL_2)); float G1_2 = 1.0 + sqrt(1.0 + a_2 * (OneMinusNdotV_2 / NdotV_2)); float G = G1_1 * G1_2; float gamma = saturate(dot(V - N * NdotV, L - N * NdotL)); float A = 1.0 - 0.5 * (a_2 / (a_2 + 0.33)); float B = 0.45 * (a_2 / (a_2 + 0.09)); float C = sqrt(OneMinusNdotL_2 * OneMinusNdotV_2) / max(NdotL, NdotV); float OrenNayar = A + B * gamma * C; float3 Rs = (a_2 * Fs) / (D * D * G * NdotV); float3 Rd = Kd * Fd * OrenNayar; return Rs + Rd * NdotL;