Hello guys, just a small help needed here.
I know that UDK, by default, spawns gib meshes (gore meshes) for enemies killed with a rocket launcher (there is a property in UTDmgType for each weapon to activate the gib effect).
The problem is that I did turn off gib on some UT Class (some time ago, I think in 2017 whenever I began developing my game), and now I want gibs back, but I trully don’t remember which class I deactivated the spawn of Gib Meshes
Here is my characters Family Class, it’s everything correct, these gib meshes classes exist, and I even deleted my modified gibs classes and replaced with original udk gibs classes.
The enemy is destroyed but the gibs are not spawned
/**
* Copyright 1998-2018 Epic Games, Inc. All Rights Reserved.
*/
class UTFamilyInfo_FursanAqsa extends UTFamilyInfo
abstract;
defaultproperties
{
FamilyID="Jihad"
Faction="Fursan Aqsa"
HeadShotEffect=ParticleSystem'T_FX_UT3.Effects.P_FX_HeadShot'
BloodSplatterDecalMaterial=MaterialInstanceTimeVarying'T_FX_UT3.DecalMaterials.MITV_FX_BloodDecal_Small01'
GibExplosionTemplate=ParticleSystem'T_FX_UT3.Effects.P_FX_GibExplode'
HeadGib=(BoneName=b_Head,GibClass=class'UTGib_RobotHead',bHighDetailOnly=false)
Gibs[0]=(BoneName=b_LeftForeArm,GibClass=class'UTGib_RobotArm',bHighDetailOnly=false)
Gibs[1]=(BoneName=b_LeftLeg,GibClass=class'UTGib_RobotLeg',bHighDetailOnly=false)
Gibs[2]=(BoneName=b_RightLeg,GibClass=class'UTGib_RobotLeg',bHighDetailOnly=false)
Gibs[3]=(BoneName=b_Spine,GibClass=class'UTGib_RobotTorso',bHighDetailOnly=false)
Gibs[4]=(BoneName=b_Spine1,GibClass=class'UTGib_RobotChunk',bHighDetailOnly=true)
Gibs[5]=(BoneName=b_Spine2,GibClass=class'UTGib_RobotChunk',bHighDetailOnly=true)
Gibs[6]=(BoneName=b_LeftClav,GibClass=class'UTGib_RobotChunk',bHighDetailOnly=true)
Gibs[7]=(BoneName=b_RightClav,GibClass=class'UTGib_RobotArm',bHighDetailOnly=true)
Gibs[8]=(BoneName=b_Head,GibClass=class'UTGib_RobotHead',bHighDetailOnly=false)
BloodEffects[0]=(Template=ParticleSystem'T_FX_UT3.Effects.P_FX_Bloodhit_01_Far',MinDistance=750.0)
BloodEffects[1]=(Template=ParticleSystem'T_FX_UT3.Effects.P_FX_Bloodhit_01_Mid',MinDistance=350.0)
BloodEffects[2]=(Template=ParticleSystem'T_FX_UT3.Effects.P_FX_Bloodhit_01_Near',MinDistance=0.0)
BaseTranslationOffset=14.0
}