Random problems I ran into while using UnrealEd 3.0:
This is something that bugged me for ages. The default LimitationVolume works perfectly offline - it blocks both projectiles and the translocator disc when set to. When you try to play the same map online, the LimitationVolumes only blocks the translocator disc and not projectiles, which is very annoying in outdoor maps because projectiles can hit the skybox instead of disappearing.
The problem is to do with replication in net games - which the current code doesn't do.
I found this wiki article helpful: http://wiki.beyondunreal.com/wiki/ProjectileDestroyerVolumeBelow is my version of the code. It's a subclass of LimitationVolume which allows you to do everything you can do with LimitationVolume except it blocks projectiles online. It seems to work well online and doesn't cause any lag!
//============================================================================= // hNetLimitationVolume. // destroys projectiles in online games //============================================================================= class hNetLimitationVolume extends LimitationVolume; simulated event touch(Actor Other) { if ( ((bLimitTransDisc) && (TransBeacon(Other)!=None)) || ((bLimitProjectiles) && (Projectile(Other)!=None)) ) { if (Projectile(Other) != None && !Other.bDeleteMe) { if (LimitEffectClass!=None && Level.Netmode != NM_DEDICATEDSERVER) Spawn(LimitEffectClass,,,Other.Location, Other.Rotation); Projectile(Other).bNoFX = true; Other.Destroy(); } } }
Not sure what causes this one, but I've had problems with it while working on JB-Gravity. Had to abandon the fluid surfaces idea but it wasn't too much of a problem anyway. Nobody seems to know how to fix this.
Bug Characteristics
Workarounds
First check the game detail level settings and the list above to see if this is the same problem you have. Make a small test map with a cube and a FluidSurfaceInfo to check it works. I found that after deleting all the static meshes in the map, the fluid surfaces returned to normal. If you are at an early stage of development it might be easier to replace them all from scratch. If you try and copy and paste all the meshes into the map again it doesn't work. You could use a xProcMesh or simple sheet as an alternative.
Resources
UnrealWiki: FluidSurfaceInfo
UnrealWiki: xProcMesh
Sometimes static meshes in a certain area appear unusually bright - not unlit, but just brighter and look odd with the surroundings. This seems to be caused when you use Zone Ambient Light, even on a very low setting. The only solution is to avoid using zone ambient light. As an alternative you could use a dull bulb with a large radius. Check that AmbientGlow=0 and bUnlit=false under the static mesh Display properties tab first, and rebuild lighting.
Setting bStaticLighting and bUseDynamicLights to true doesn't seem to solve this problem, the mesh still takes on the brightness and colour of whatever is set in Zone Light.
Resources
Example Map [bright_meshes.zip] [9 kb]
Hourences' Vertex Lighting Tutorial
UnrealWiki: ZoneLight