I had a nifty idea involving a dynamically generated chain of karma actors (my special types, not KActors) connected with double sided KBSJoints. Basically, a dynamic rope / chain created on runtime, instead of setup in ued (to which I add the system works and looks great). However, the dynamic version isn't working; If I do not apply karma physics to the joint, the jointactors spawn, appear, and hange there (have bHidden = false on my joint class, which is basically a raw subclass of KBSJoint with bNoDelete=False) but do nothing. If I DO apply physics, the joint actors are not visible, but all the links In my chain appear bound to the origin; meaning the chain collapses and they are all hanging from the same point. I have tried setting the KPos 1 & 2 vars, but any data in these only makes it so the chain links vanissh upon karma initialisation.
I would assume its possible to dynamically connect karma pieces (Bulldog, and the fact that my links DO bind, if to the wrong point in space) but I'm interested to know if it requires native coding in order for what I want to truely happen, as the bulldog joint _is_ a native enhanced class. (I tried using one of these jonits to test, but I get a GP fault).
Thanks in advance; If anyone can give me a pointer in the right direction I'll post the source up here. (Looks great ingame, but its anoying to create manually in ued)
I would assume its possible to dynamically connect karma pieces (Bulldog, and the fact that my links DO bind, if to the wrong point in space) but I'm interested to know if it requires native coding in order for what I want to truely happen, as the bulldog joint _is_ a native enhanced class. (I tried using one of these jonits to test, but I get a GP fault).
Thanks in advance; If anyone can give me a pointer in the right direction I'll post the source up here. (Looks great ingame, but its anoying to create manually in ued)