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ChangingUnits
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中国翻译
한국어
Interested in the Unreal Engine?
Visit the Unreal Technology site.
Looking for jobs and company info?
Check out the Epic games site.
Questions about support via UDN?
Contact the UDN Staff
UE3 Home > UnrealScript > Changing Unreal Units
Changing Unreal Units
Overview
Current Game Scales
Changes
Importing
UE3 treats one Max Unit as one Unreal Unit, regardless of what length the units were originally set to in Max.Gameplay
Some of the properties that will need to be changed for gameplay reside in your Scout.uc subclass and your Pawn.uc subclass. Your defaultgame.ini file is where you can set the appropriate gravity for your scale. Your defaultengine.ini file is where you'll specify what scout subclass to use for your game. You'll need to change a bunch of defaultproperties in scripted and defined properties in C++, such asMaxStepHeight
, MaxJumpHeight
, MaxOutOfWaterStepHeight
, CrouchHeight
, CrouchRadius
, GroundSpeed
, AirSpeed
, JumpZ
, DefaultGravityZ
, GroundSpeed
, etc.
Pathing
For pathing, in Scout you havePathSize
, TestJumpZ
and more.
Networking
The networking code quantizes positions down to integer Unreal units to save bandwidth. The quantization will need to be adjusted appropriately for a new scale.Audio
The audio distance factor in UnAudio.h will need to be changed: In ALAudioDevice.h (line 16):// 2 UU == 1" // <=> 1 UU == 0.0127 m #define AUDIO_DISTANCE_FACTOR ( 0.0127f )