Does it mean that there may be a way to create it as hkx files which will be recognized correctly?The only supported lipsync formats are hkx ( Havok Animation ) or raw binary format that is not accessible by the user.
Open entity template and there should be field called "name".BadGeralt;n10009641 said:Now I have a different problem. All npcs have weird names in the game (everything OK in the editor): looks like their entity template name + some random bs.
Exactly.0248991;n10010141 said:while playing in editor it works, but when cooked and played as standalone, it doesnt work
If you mean displayName then it works only in the editor. And I can't change the name field, it just gets back to its initial value (PreviewEntity) after the saving.0248991;n10010141 said:Open entity template and there should be field called "name". Write some text in and it should work.
Check inventory tab of entity template of monsters you spawn there.Halbglutprinz;n10166672 said:Hey guys, it's me again. Is there a way to turn off monster-loot? In my project the player is fighting a lot in a very confined area and it would add to the immersion, if there weren't oot sacks lying around everywhere
Thank you!0248991;n10167522 said:Check inventory tab of entity template of monsters you spawn there.
There should be list definition and some parameters; like probability, count, etc...
I work with original 04_city level and added new areas which will be accessible during one quest. The idea of generating a new navigation mesh for the whole world doesn't impress me at all: there are a lot of problems with original areas.Nemomallo;n10299602 said:Why do you want to do this? I don't think it is possible, but never tried or thought about this! Isn't there a creative solution for your two nav mesh problem?