![]() To solve this problem, change any DrawScale's that are zero to be non-zero by selecting the Actor and changing its drawscale at the bottom of the main UnrealEd window. ![]() Meaning that the Actor will not be shown because it is being scaled to zero on one of its axis. This warning is caused when either DrawScale, DrawScale3D X, DrawScale3D Y, or DrawScale 3D Z is equal to zero. ![]() It can be fixed by deleting one of the Actors, or disregarded if the placement was intentional. This warning is usually the result of an accidental duplication or paste operation. This warning is caused when there is an Actor that is in the same exact location as another Actor. This warning can be resolved by deleting the brush and recreating it. This is usually caused by using brush editing tools in geometry mode in extreme ways and can cause missing polygons in the level. This warning is caused when there is a brush in the level that has non-coplanar polygons. This can be solved by going to the Actor's Property Window->Physics Volume and setting the 'DamageType' property. #Insomniax for mac not deleting how toA damage type is important because it tells the game code how to handle a Actor's reaction to taking damage. This warning is caused when there is a volume that is set to cause damage but does not have a damage type defined. causes damage, but has no damagetype defined. : Large Actor casts a shadow and will cause an extreme performance hit unless bUseBooleanEnvironmentShadowing is set to trueĪ large Actor has been set to cast shadows - this will cause extreme performance issues and should have bUseBooleanEnvironmentShadowing set to true. These should be addressed but are not showstoppers. Warnings are issues which, while not critical, can cause your game to not function properly or with sub-optimal performance. has same light GUID as (Duplicate and replace the orig with the new one)ĭuplicate and replace the original with the new one. These need to be fixed before proceeding. Map check errors and warnings are displayed following performing a build all of a map and can also be performed separately using the Map Check option in the Level Editor Toolbar's Build menu.Įrrors are critical problems that can potentially cause execution failure. These errors are an automated way to find out where problems lie and allows you to get them fixed before they have a serious impact on your game. Unreal Engine 4 provides a mechanism for alerting you to potential problems in the form of map check errors and warnings instead of having to hunt down issues manually without knowing what is causing the problem or how to fix it. ![]()
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