On a side note, for around a month now I’ve been locked out from posting new threads on this forum. Whenever I try to post I get the error: “You are not permitted to view the requested resource”.
In UDK you can change the resolution you can change probably a lot of stuff, but what if you want to change the overall?
If you cannot please tell me the features that most performance take how to make the shader look like crap to then have the best performance to then have an army on Gladiators of the arena of 500 soldiers…
Run the gameplay profiler UDK | GameplayProfiler to see what is taking the most time. It might be the AIControllers running every tick.
My game Himeko Sutori runs fine with 400 pawns in each battle, but my game is turn-based, and you never have more than 20 pawns active at any time, so I only need 20 AIControllers. The 20 AIControllers possess different pawns when it’s time for those pawns to act.
If you don’t actually need 500 gladiators working as fully capable bots, then maybe you should look into crowds UDK | CrowdSystem or some kind of simple actor that has a skeletal mesh component.
@SkyeEden The UDK forum is still broken and will not allow new posts. Please can we have an update on the status? This has been a long time now, and it’s a big hinderance on active UDK projects.
Mmmmh ok I will try the game profiler if i find it, thanks to all for your support.
I guess that yes some stuff is not perfectly coded in Udk but, at least we can have 500 pawns, in ue4 in a hardcore laptop just barely 50-70 that is like going backwards in my opinion.
Light function disables when camera zooms out
Hey everyone, I have a dominant directional light movable that represents the sun. I can give it a light function that places cloud shadows on the ground. It’s all working fine, except that when my camera zooms out about 6000 uu from the character (my game has an overhead camera), the light function suddenly stops working. All other shadows and lighting from the light continue to work. Just the light function stops working. Anyone know why this is happening and what I could change to keep the light function working?
Edit: Well, this is strange. It’s not exactly tied directly to the camera’s distance or FOV so far as I can tell. I tried changing my camera’s maximum zoom-out distance and FOV (I change FOV to make the camera more isometric-looking at maximum zoom-out), and the light function stops working at about 90% of maximum distance whether the distance is 10,000 or 3,500 away. So for now my workaround is stopping at 80% of maximum zoom-out. Maybe it has to do with DOF, clipping, FOV, distance, or some combination of them.
@Nathaniel3W I also had this problem. I use a light function on my sun (directional dominant light) to display water caustics while the player is swimming under water.
It turns out if the TraceDistance is too far then the effects of the light function are omitted (could be a number of reasons for this). I got around this by simply updating the TraceDistance when the pawn’s head goes underwater:
If I remember correctly, leaving the trace distance low all the time caused issue with alignment of the sun disc in sky sphere material. Or there were some other problems, i forget (it’s been a while). So i left this solution in place, which has been fine over the long-term.
We’ve enabled the creation of new posts in the UDK sections of the forums. We’ll continue to clean up at the same time. Please note new posts require the UDK tag in these sections.
Thank you for being patient; I hope it wasn’t too inconvenient.
Well, once again, as soon as we’re allowed to post here again, everyone starts spamming the UDK section with unrelated non-UDK questions. That sucks. But if given the choice between non-UDK posts and locking the UDK section, I’ll take the non-UDK posts.
I came here because of the search engine, all I want to do is post in general and I get “You are not permitted to view the requested resource.” as many have here, has anybody found how to fix this?