Hi guys!
So I have this situation:
I attach to my player a normal mesh (a "Glove") and to that Glove a Normal Trigger.
So when the player walk the glove and (at least I supose) the trigger follow him.
In kismet I created a "On Trigger Touch" to make damage in enemies and object... (On touch connected with a modify health)
But when I use my "Attack" (A normal punch) and the glove (with the trigger) touch the wall (A Fracture Mesh already working in UDK) doesnt break, nothing happends...
Someone knows why?
I didn't created a script for this weapon... only the things above... For one reason (And thats is another question lol, but this isnt the right topic for it):
- When I try to export a Glove with Bones to UDK using ActorX the glove appears with the mesh inverted on udk, like that:
http://imageshack.us/photo/my-images/543/inversed.jpg/
Can someone help with this 2 problems please? Or at least with the first one, since the second is for another topic here.
Thanks
So I have this situation:
I attach to my player a normal mesh (a "Glove") and to that Glove a Normal Trigger.
So when the player walk the glove and (at least I supose) the trigger follow him.
In kismet I created a "On Trigger Touch" to make damage in enemies and object... (On touch connected with a modify health)
But when I use my "Attack" (A normal punch) and the glove (with the trigger) touch the wall (A Fracture Mesh already working in UDK) doesnt break, nothing happends...
Someone knows why?
I didn't created a script for this weapon... only the things above... For one reason (And thats is another question lol, but this isnt the right topic for it):
- When I try to export a Glove with Bones to UDK using ActorX the glove appears with the mesh inverted on udk, like that:
http://imageshack.us/photo/my-images/543/inversed.jpg/
Can someone help with this 2 problems please? Or at least with the first one, since the second is for another topic here.
Thanks