Switch player skin in UE2

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Shadow_knight

Carpe diem!
Jan 29, 2008
51
0
6
Prague
Hi!

I posted this problem in Coding some time ago, but got no answer.

I am playing with UnrealRuntime 2 - what I want to do now is to switch player skin dynamicly (to simulate smiling or angry face by changing the texture), but it seems impossible to change the texture...

I am quite suprised the code below doesn't work.
The pawn inits with default texture - no problem there, when I call both ServerChangeTexture() and ChangeTexture() the texture actually changes but to blank texture. I am doing this in network game.

Even when I use DynamicLoadObject instead of helper variable MyHappyTex in PostNetReceive() I get the blank texture result. Am I missing something ? Or do these things work differently in Unreal Runtime 2?

Code:
class GBPawn extends Pawn;

#exec OBJ LOAD FILE=_PGTX-EmoBoy.utx

var texture MyTexture[2];

var texture MyHappyTex[2];

replication
{
	reliable if(Role == Role_Authority)
		MyTexture, MyHappyTex;  
}

simulated event PostBeginPlay()
{
	Super.PostBeginPlay();

	// if this pawn is supposed to cast dynamic shadows
	if(bActorShadows && bPlayerShadows)
	{
		// Spawn the shadow and intialize it
		Shadow = Spawn(class'ShadowProjector',None,'',Location);
		Shadow.ShadowActor = self;
		Shadow.LightDirection = Normal(vect(1,1,3));
		Shadow.LightDistance = 380;
		Shadow.MaxTraceDistance = 3000;
		Shadow.bBlobShadow = bBlobShadow;
		Shadow.InitShadow();
		Shadow.UpdateShadow();
	}

	MyHappyTex[0]=Texture(DynamicLoadObject("_PGTX-Emoboy.emoboy_clothes_01", class'Texture'));
	MyHappyTex[1]=Texture(DynamicLoadObject("_PGTX-Emoboy.emoboy_skin", class'Texture'));
}

function ServerChangeTexture() {
	MyTexture[0]=MyHappyTex[0];
	MyTexture[1]=MyHappyTex[1];

	//MyTexture[0]=Texture(DynamicLoadObject("_PGTX-Emoboy.emoboy_clothes_01", class'Texture'));
	//MyTexture[1]=Texture(DynamicLoadObject("_PGTX-Emoboy.emoboy_skin", class'Texture'));
}

simulated function changeTexture() {
	MyTexture[0]=MyHappyTex[0];
	MyTexture[1]=MyHappyTex[1];

	//MyTexture[0]=Texture(DynamicLoadObject("_PGTX-Emoboy.emoboy_clothes_01", class'Texture'));
	//MyTexture[1]=Texture(DynamicLoadObject("_PGTX-Emoboy.emoboy_skin", class'Texture'));
}


simulated function PostNetReceive() {
	//if (MyTexture[0] != none && Skins[0].Name != MyTexture[0].Name)
	//if (MyTexture[1] != none && Skins[1].Name != MyTexture[1].Name)

	Skins[0]=MyTexture[0];
	Skins[1]=MyTexture[1];
}

defaultproperties
{
	MyTexture(0)=Texture'CivilTex.cloth'
	MyTexture(1)=Texture'CivilTex.Skin'
	MyHappyTex(0)=Texture'_PGTX-Emoboy.emoboy_clothes_01'
	MyHappyTex(1)=Texture'_PGTX-Emoboy.emoboy_skin'
	bActorShadows=true
	bPlayerShadows=true
	bNetNotify=true
}
 

Shadow_knight

Carpe diem!
Jan 29, 2008
51
0
6
Prague
After some digging and trying I have a solution! :)

It seems there is some problem with replication with more complex objects - textures etc. The code I posted did not work, however, if I replicate an int value and I change the texture according to this value everything works fine. Working code below. Just call changeTexture function with appropriate argument and everything will work. :)

Code:
class PogamutMale extends GBPawn
	config(GBEmohawk);

var Texture	MyTextureOne;
var Texture	MyTextureTwo;
var Texture	MyHappyTexOne;
var texture	        MyHappyTexTwo;

var int repInt;

replication
{
	reliable if(Role == Role_Authority)
		repInt, MyTextureOne, MyTextureTwo, MyHappyTexOne, MyHappyTexTwo;
}


simulated event PostBeginPlay()
{
	Super.PostBeginPlay();

	LinkMesh(Mesh(DynamicLoadObject("_PGA-EmoboySized.emoboy_mesh", class'Mesh')),false);

	Skins[0]=Texture(DynamicLoadObject("_PGTX-Emoboy.emoboy_skin", class'Texture'));
	Skins[1]=Texture(DynamicLoadObject("_PGTX-Emoboy.emoboy_clothes_01", class'Texture'));

	MyHappyTexOne=Texture(DynamicLoadObject("_PGTX-Emoboy.emoboy_skin", class'Texture'));

	MyHappyTexTwo=Texture(DynamicLoadObject("_PGTX-Emoboy.emoboy_clothes_01", class'Texture'));

	MyTextureOne=Texture(DynamicLoadObject("CivilTex.cloth", class'Texture'));
	MyTextureTwo=Texture(DynamicLoadObject("CivilTex.Skin", class'Texture'));
}

simulated function ChangeTexture(int i) {
     repInt = i;
}

simulated event PostNetReceive() {
	if (repInt == 1) {
		Skins[0] = MyTextureOne;
		Skins[1] = MyTextureTwo;
		repInt = 0;
	} else if (repInt == 2) {
		Skins[0]=MyTexture[0];
		Skins[1]=MyTexture[1];
                repInt = 0;

       }
}

defaultproperties
{
	MyTextureOne=Texture'CivilTex.cloth'
	MyTextureTwo=Texture'CivilTex.Skin'
	MyHappyTexOne=Texture'_PGTX-Emoboy.emoboy_skin'
	MyHappyTexTwo=Texture'_PGTX-Emoboy.emoboy_clothes_01'
	Mesh=SkeletalMesh'_PGA-EmoboySized.emoboy_mesh'
	IdleAnim="stand_normal"
	MovementAnims[0]="run_normal"
	MovementAnims[1]="run_normal"
	MovementAnims[2]="run_normal"
	MovementAnims[3]="run_normal"
	TurnLeftAnim="walk_loop"
	TurnRightAnim="walk_loop"
	bPhysicsAnimUpdate=true
	bCanCrouch=false
	GroundSpeed=440
	Skins(0)=Texture'_PGTX-Emoboy.emoboy_skin'
	Skins(1)=Texture'_PGTX-Emoboy.emoboy_clothes_01'
	bActorShadows=true
	BaseEyeHeight=128
	bNetNotify=true
}

best,
sk