|Unreal Development Kit Portals/Teleporters|
Unreal does as far as I know does not support that type of behavior.
You can however build it yourself.
I would look at the TextureRenderTarget classes for rendering the material
on the portal.
Standing in the portal with one foot on each "side" will be... very tricky
to do but shooting and walking through them should be simple enough by
extending the touch event in actor.
|Is it possible to programatically create a simple 3d object on Unreal?|
Your best bet would be to create the initial 3D asset in a third party tool
and import it into the IDE. From there you can change the texture map, and
manipulate the aesthetics in one way or another, but the initial 3D model
should be in an external 3D format, and then placed as a prefab into your
Creating an object dynamically in UDK is cumbersome and requires lots of
tweaking, and won't save much in terms of cost of resources. Especially if
you want it to look good and more than just 3D meshes thrown together
rudimentarily. It is possible, but almost not worth it, especially if you
have 3DSMax, Maya, Cinema4D, MotionBuilder, or one of the other hundred
tools available to do the grunt work for you.
Most 3D Engines (IE Unity, UDK, Torque, Cry and now Havok) support many
|How to make the Camera of UDK (Unreal Developement Kit) Move alone side scrolling?|
My solution to this would be to overwrite the default Unreal camera and
program your own. Here is a quick guide on how to accomplish this. It's
quite easy, really.
The first step is to create your custom Camera class.
class MyCustomCamera extends Camera;
var Vector mCameraPosition;
var Rotator mCameraOrientation;
var float mCustomFOV;
/**Init function of the camera
function InitializeFor(PlayerController PC)
mCameraPosition = Vect(0,0,0);
/**Update function of the camera
function UpdateViewTarget(out TViewTarget OutVT, float DeltaTime)
//This is the meat of the code, here you can set the camera position at
//frame, it's orientation and FOV if need be (or anything else really)