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Old 28th Apr 2011, 04:58 PM   #1
andynov123
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attaching interp mover to static mesh

how would I attach a static mesh to a moving platform (interp actor) so the object moves with the platform?
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Old 28th Apr 2011, 06:09 PM   #2
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The key word is static, you'd have to make the static mesh an InterpActor as well.
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Old 28th Apr 2011, 07:16 PM   #3
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Like Angel_Mapper said, both objects need to be interpactors. You choose which one you animate using Matinee, and when you're done with that:
- Select the other object and open its properties.
- Lock the properties window. (top right corner)
- Select the object you want to attach it to.
- Under the attachment properties in the properties window you locked, use the green arrow on the far right side of the 'Base' property so that it fills in the other object. (which you should still have selected)
- Done.
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Old 28th Apr 2011, 07:48 PM   #4
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I followed your instructions Sjosz and I got this error message
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Old 29th Apr 2011, 11:52 AM   #5
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And what does your log say?
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Old 29th Apr 2011, 12:01 PM   #6
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I have no idea where the log is. I dont see it in the file/edit/view/brush/build/play/help unless I'm overlooking it.
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Old 29th Apr 2011, 12:50 PM   #7
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Try the 'Log' tab in your content browser.
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Old 29th Apr 2011, 01:19 PM   #8
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I'm still not seeing it. where in this picture is it?
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Old 29th Apr 2011, 02:56 PM   #9
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Checked standard UDK, has a Log tab, I guess the mobile editor doesn't have a Log tab. That's weird. It would be along the tabs in your browser. (Content Browser, Actor Classes, Levels, Groups, etc.)

Follow-up on your problem:
Do the 2 interpactors exist within the same level file? (as in, are both in the same level if you're streaming levels)
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Old 29th Apr 2011, 03:26 PM   #10
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Logs are in the UDKGame (or MobileGame) Logs folder. If you're running from the editor (PIE), Launch.log will be the editor's logs and Launch2.log will be the PIE. If you're just running the game normally Launch.log will be the game's log.
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Old 29th Apr 2011, 03:27 PM   #11
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yes they are both in the same map. I want them to move across map together as one.
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Old 29th Apr 2011, 03:38 PM   #12
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Quote:
Originally Posted by Angel_Mapper View Post
Logs are in the UDKGame (or MobileGame) Logs folder. If you're running from the editor (PIE), Launch.log will be the editor's logs and Launch2.log will be the PIE. If you're just running the game normally Launch.log will be the game's log.
Heh, guess I'm getting lazy with looking for logs. I'm spoiled.

Quote:
Originally Posted by andynov123 View Post
yes they are both in the same map. I want them to move across map together as one.
Am wondering if attachment works in mobile. Wasn't the problem with the flashlight you tried a while ago attachment as well?
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Old 29th Apr 2011, 04:35 PM   #13
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There is more than one log as you can see in pic. How do I find right one?

And yes I was having a problem attaching a flashlight. Still am, I'm still determined to get that working but thats another day.
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Old 29th Apr 2011, 05:36 PM   #14
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It will be the latest ones, the ones actually called Launch.log and Launch2.log (and not the backups).
If it is the attachment problem you're running into, you're fresh out of luck as far as attaching interpactors to each other goes. What you can do, however, is hook up the second object to the same movement track as the first. This could do what you're looking to do.
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Old 29th Apr 2011, 05:42 PM   #15
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HERES THE LOG


Log: Log file open, 04/29/11 17:24:36
Init: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467
Init: Version: 7876
Init: Epic Internal: 0
Init: Compiled (32-bit): Feb 10 2011 17:32:35
Init: Changelist: 776445
Init: Command line: "C:\UDK\UDK-2011-02\Binaries\Win64\..\..\MobileGame\Autosaves\UEDPCChapter 5.mobile" -PIEVIACONSOLE -NoSplash
Init: Base directory: c:\udk\udk-2011-02\binaries\win32\
[0000.20] Init: Computer: ANDREW-PC
[0000.20] Init: User: Andrew
[0000.20] Init: CPU Page size=4096, Processors=2
[0000.20] Init: High frequency timer resolution =2.045136 MHz
[0000.20] Init: Memory total: Physical=2.0GB Pagefile=4.0GB Virtual=4.0GB
[0000.24] Init: WinSock: I am Andrew-PC (192.168.2.3:0)
[0000.24] Init: Presizing for 0 objects not considered by GC, pre-allocating 0 bytes.
[0000.24] Init: Object subsystem initialized
[0000.26] Error: Error, Ambiguous package name: Using 'c:\udk\udk-2011-02\MobileGame\Content\Environments\KismetGame_Assets.upk', not 'c:\udk\udk-2011-02\MobileGame\Content\Maps\MobileGame\Content\Environments\KismetGame_Assets.upk'
[0001.50] Error: Error, Ambiguous package name: Using 'c:\udk\udk-2011-02\MobileGame\Content\Maps\MobileGame\Content\Maps\JazzMiniGame.mobile', not 'c:\udk\udk-2011-02\MobileGame\Content\Maps\JazzMiniGame.mobile'
[0001.63] Error: Error, Ambiguous package name: Using 'c:\udk\udk-2011-02\MobileGame\Content\Maps\MobileGame\Content\Maps\KismetTutorial_Final.mobile', not 'c:\udk\udk-2011-02\MobileGame\Content\Maps\KismetTutorial_Final.mobile'
[0002.01] Error: Error, Ambiguous package name: Using 'c:\udk\udk-2011-02\MobileGame\Content\Maps\MobileGame\Content\Maps\KismetTutorial_Start.mobile', not 'c:\udk\udk-2011-02\MobileGame\Content\Maps\KismetTutorial_Start.mobile'
[0002.18] Error: Error, Ambiguous package name: Using 'c:\udk\udk-2011-02\MobileGame\Content\Maps\Eternal Hell\MyPackage.upk', not 'c:\udk\udk-2011-02\MobileGame\Content\Maps\MyPackage.upk'
[0003.11] Init: OS stats:
[0003.11] Init: Windows 7
[0003.11] Init: RemoteDesktop=0
[0003.11] Init: Memory stats:
[0003.11] Init: Physical: 2046MB
[0003.11] Init: Virtual: 4095MB
[0003.11] Init: PageFile: 4092MB
[0003.11] Init: CPU stats:
[0003.11] Init: MeasuredPerformanceTime: 231.844 (stored result)
[0003.11] Init: Hyperthreaded: 0
[0003.11] Init: NumProcessorsPerCPU: 1
[0003.11] Init: NumLogicalProcessors: 2
[0003.11] Init: NumPhysicalProcessors: 2
[0003.11] Init: MaxSpeed: 2100
[0003.11] Init: CurrentSpeed: 2100
[0003.11] Init: CoresPerProcessor: 2
[0003.11] Init: IsOnBattery: 0
[0003.11] Init: BatteryLevel: 100
[0003.11] Init: Manufacturer: Intel
[0003.11] Init: CPUName: INTEL Pentium-III
[0003.11] Init: L1CacheSize: 32
[0003.11] Init: L2CacheSize: -1
[0003.11] Init: Architecture: x86
[0003.11] Init: GPU stats:
[0003.11] Init: VendorID: 000010DE
[0003.11] Init: DeviceID: 00000409
[0003.11] Init: DriverVersion: 7.15.11.7637
[0003.11] Init: DeviceName: NVIDIA GeForce 8700M GT
[0003.11] Init: DriverName: nvd3dum.dll
[0003.11] Init: PixelShaderVersion: 3
[0003.11] Init: VertexShaderVersion: 3
[0003.11] Init: VRAMQuantity: 512
[0003.11] Init: DedicatedVRAM: 501
[0003.11] Init: AdapterCount: 2
[0003.11] Init: SupportsHardwareTnL: 1
[0003.11] Init: GPU DeviceID not found in ini.
[0003.12] Init: Machine detected compatibility level: Composite: 3. CPU: 4. GPU: 3.
[0003.12] Init: Previous detected compatibility level: Composite: 3. CPU: 4. GPU: 3.
[0003.31] Log: Shader platform (RHI): PC-D3D-SM3
[0004.45] Log: PhysX GPU Support: DISABLED
[0004.46] Init: Initializing FaceFX...
[0004.46] Init: FaceFX 1.7.3.1 initialized.
[0004.72] Init: XAudio2 using 'Speakers (High Definition Audio Device)' : 2 channels at 44.1 kHz using 16 bits per sample (channel mask 0x3)
[0005.23] DevPhysics: ApexManager: Unable to load legacy Destructible module; loading old Destructible assets may fail.
[0005.79] Init: Finished loading startup packages in 0.78 seconds
[0005.80] Log: 40975 objects as part of root set at end of initial load.
[0005.80] Log: 0 out of 0 bytes used by permanent object pool.
[0005.81] Error: Error, Ambiguous package name: Using 'c:\udk\udk-2011-02\MobileGame\Content\Environments\KismetGame_Assets.upk', not 'c:\udk\udk-2011-02\MobileGame\Content\Maps\MobileGame\Content\Environments\KismetGame_Assets.upk'
[0006.31] Error: Error, Ambiguous package name: Using 'c:\udk\udk-2011-02\MobileGame\Content\Maps\MobileGame\Content\Maps\JazzMiniGame.mobile', not 'c:\udk\udk-2011-02\MobileGame\Content\Maps\JazzMiniGame.mobile'
[0006.55] Error: Error, Ambiguous package name: Using 'c:\udk\udk-2011-02\MobileGame\Content\Maps\MobileGame\Content\Maps\KismetTutorial_Final.mobile', not 'c:\udk\udk-2011-02\MobileGame\Content\Maps\KismetTutorial_Final.mobile'
[0006.70] Error: Error, Ambiguous package name: Using 'c:\udk\udk-2011-02\MobileGame\Content\Maps\MobileGame\Content\Maps\KismetTutorial_Start.mobile', not 'c:\udk\udk-2011-02\MobileGame\Content\Maps\KismetTutorial_Start.mobile'
[0006.88] Error: Error, Ambiguous package name: Using 'c:\udk\udk-2011-02\MobileGame\Content\Maps\Eternal Hell\MyPackage.upk', not 'c:\udk\udk-2011-02\MobileGame\Content\Maps\MyPackage.upk'
[0007.08] Log: Initializing Engine...
[0007.16] Init: UEngine initialized
[0007.17] Init: XAudio2Device initialized.
[0007.42] Init: Client initialized
[0009.35] Log: LoadMap: C:\UDK\UDK-2011-02\Binaries\Win64\..\..\MobileGame\Autosaves\UEDPCChapter 5.mobile?Name=Player?Team=255
[0009.39] DevMemory: Memory allocations reported by the OS: 133.25 MB (with 0.00 MB waste)
[0009.39] DevMemory: Virtual memory tracked in the allocators: 33.93 MB (with 30.07 MB used, 1.33 MB slack and 2.54 MB waste)
[0009.46] Log: Game class is 'MobileGame'
[0009.52] Log: Primary PhysX scene will be in software.
[0009.52] Log: Creating Primary PhysX Scene.
[0009.53] Log: Bringing World UEDPCChapter 5.TheWorld up for play (0) at 2011.04.29-17.24.46
[0009.53] Log: Bringing up level for play took: 0.055903
[0009.53] Error: Can't start an online game that hasn't been created
[0009.53] Log: ########### Finished loading level: 0.184038 seconds
[0009.58] Init: Game engine initialized
[0009.58] Log: Initializing Engine Completed
[0009.58] Log: >>>>>>>>>>>>>> Initial startup: 9.58s <<<<<<<<<<<<<<<
[0036.19] Log: All Windows Closed
[0036.19] Log: appRequestExit(0)
[0036.24] Exit: Preparing to exit.
[0036.31] Exit: Game engine shut down
[0036.33] Exit: Windows client shut down
[0036.34] Exit: XAudio2 Device shut down.
[0036.37] Exit: Object subsystem successfully closed.
[0036.38] Log: Shutting down FaceFX...
[0036.38] Log: FaceFX shutdown.
[0036.41] Exit: Exiting.
[0036.41] Log: Log file closed, 04/29/11 17:25:12
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Old 29th Apr 2011, 06:51 PM   #16
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Yeah, that log does not help. You would have to cause that error to pop up in your current session and paste the log directly after that. Regardless, I'm fairly sure at this point it's just caused by the fact that attachment doesn't work in the mobile version of UDK.
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Old 29th Apr 2011, 07:13 PM   #17
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Well thanks anyway bit going back to the flashlight. If I found a prewritten .uc script file for flashlight wouldn't that fix the flashlight problem. If so
Could I get a through breakdown on how to add the .uc file to the game. I have no experience in unrealscript
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Old 29th Apr 2011, 07:21 PM   #18
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Maybe a UC file would help, but I have no unrealscript knowledge either, so I'm out.
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