
UTPawn.uc // code big in UT3

defaultproperties
{
Components.Remove(Sprite)
Begin Object Class=DynamicLightEnvironmentComponent Name=MyLightEnvironment
ModShadowFadeoutTime=1.0
AmbientGlow=(R=0.3,G=0.3,B=0.3,A=1.0)
AmbientShadowColor=(R=0.3,G=0.3,B=0.3)
End Object
Components.Add(MyLightEnvironment)
LightEnvironment=MyLightEnvironment
Begin Object Class=SkeletalMeshComponent Name=WPawnSkeletalMeshComponent // mode beindview 3
bCacheAnimSequenceNodes=FALSE
AlwaysLoadOnClient=true
AlwaysLoadOnServer=true
bOwnerNoSee=true
CastShadow=true
BlockRigidBody=TRUE
bUpdateSkelWhenNotRendered=false
bIgnoreControllersWhenNotRendered=TRUE
bUpdateKinematicBonesFromAnimation=true
bCastDynamicShadow=true
Translation=(Z=8.0)
RBChannel=RBCC_Untitled3
RBCollideWithChannels=(Untitled3=true)
LightEnvironment=MyLightEnvironment
bUseAsOccluder=FALSE
bOverrideAttachmentOwnerVisibility=true
bAcceptsDecals=false
AnimTreeTemplate=AnimTree'CH_AnimHuman_Tree.AT_CH_Human'
bHasPhysicsAssetInstance=true
bEnableFullAnimWeightBodies=true
TickGroup=TG_PreAsyncWork
MinDistFactorForKinematicUpdate=0.2
bChartDistanceFactor=true
//bSkipAllUpdateWhenPhysicsAsleep=TRUE
RBDominanceGroup=20
Scale=1.075
End Object
Mesh=WPawnSkeletalMeshComponent
Components.Add(WPawnSkeletalMeshComponent)
DefaultMeshScale=1.075
BaseTranslationOffset=6.0
Begin Object Name=OverlayMeshComponent0 Class=SkeletalMeshComponent // FPS Arms Global CAM UT3 BLACK EDITION
Scale=1.015
bAcceptsDecals=false
CastShadow=false // Problem !!!
bOwnerNoSee=true
bUpdateSkelWhenNotRendered=false
bUseAsOccluder=FALSE
bOverrideAttachmentOwnerVisibility=true
TickGroup=TG_PostAsyncWork
End Object
OverlayMesh=OverlayMeshComponent0
Begin Object class=AnimNodeSequence Name=MeshSequenceA
End Object
Begin Object class=AnimNodeSequence Name=MeshSequenceB
End Object
Begin Object Class=UTSkeletalMeshComponent Name=FirstPersonArms // Global CAM UT3 BLACK EDITION
PhysicsAsset=None
FOV=55
Animations=MeshSequenceA
DepthPriorityGroup=SDPG_Foreground
bUpdateSkelWhenNotRendered=false
bIgnoreControllersWhenNotRendered=true
bOnlyOwnerSee=true
bOverrideAttachmentOwnerVisibility=true
bAcceptsDecals=false
AbsoluteTranslation=false
AbsoluteRotation=true
AbsoluteScale=true
bSyncActorLocationToRootRigidBody=false
CastShadow=false // Problem !!!
TickGroup=TG_DuringASyncWork
End Object
ArmsMesh[0]=FirstPersonArms
Begin Object Class=UTSkeletalMeshComponent Name=FirstPersonArms2 // Global CAM UT3 BLACK EDITION
PhysicsAsset=None
FOV=55
Scale3D=(Y=-1.0)
Animations=MeshSequenceB
DepthPriorityGroup=SDPG_Foreground
bUpdateSkelWhenNotRendered=false
bIgnoreControllersWhenNotRendered=true
bOnlyOwnerSee=true
bOverrideAttachmentOwnerVisibility=true
HiddenGame=true
bAcceptsDecals=false
AbsoluteTranslation=false
AbsoluteRotation=true
AbsoluteScale=true
bSyncActorLocationToRootRigidBody=false
CastShadow=false // Problem !!!
TickGroup=TG_DuringASyncWork
End Object
ArmsMesh[1]=FirstPersonArms2

Which shows that ut3 does cast shadows. But the epic ones turned it off. I suppose that the 6200gt of that time could not project so much shadow in real time. IN udk 2012 this if active...
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