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How to Script a Skeletal Pawn?

The section related to UnrealScript and modding. This board is for coders to discuss and exchange experiences or ask questions.
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mentalhunter
OldUnreal Member
Posts: 814
Joined: Sun Oct 07, 2007 10:31 am

How to Script a Skeletal Pawn?

Post by mentalhunter »

I imported the WarBoss mesh to Unreal, and i scripted it, but as soon as i summon it, it pretends like it hasn't all of he animation which he actually do has. Log tells me the mesh ain't has all the animations, i evens checked the mesh viewer, and that one told me it had all the animations the Log told me he hadn't.
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Turboman.
OldUnreal Member
Posts: 898
Joined: Tue Feb 04, 2003 6:40 pm

Re: How to Script a Skeletal Pawn?

Post by Turboman. »

its likely a bug... i'm having the same issue

i prepared a package afew months ago to immediately compile into 227, i've tested it with UT assuming skeletal animation would function the same. In UT the actors animate however in 227 they are just static, even though their animations play out fine in unrealed and even have the correct namings.

it is asif playanim() doesn't recognise skeletal anims, even though they do in UT.
Last edited by Turboman. on Thu Dec 27, 2007 1:57 am, edited 1 time in total.
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mentalhunter
OldUnreal Member
Posts: 814
Joined: Sun Oct 07, 2007 10:31 am

Re: How to Script a Skeletal Pawn?

Post by mentalhunter »

So.... Is this a bug of the 227 patch or just of the whole skeletal being??

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