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Add A Volume

This is a Basic Procedure tutorial page. It explains how to perform a single procedure which is required in many different contexts.

Overview

Volumes are a new concept in the UT2003 Unreal Engine. They are a region of space in which certain behaviour is defined. In a sense they take over from:

Instructions

Make a brush shape

Volumes can be any shape (concave bad though? someone confirm?), so UnrealEd uses the red builder brush to define a shape, in exactly the same way as when you make a brush.

Choose a brush builder button from the brushbuilders section of the toolbox:

  • click the button to get the default settings
  • right-click to call up a parameter window.

Most volumes will be made with the cube builder, so for this:

  1. right-click the cube builder button
  2. enter the height, width and breadth you want
  3. click "Build"

Add the volume

[interface-Ed3-AddVolume]

Right-click the button

Right-click on the Add Volume button in the left toolbox area and select type of volume you want. These are:

  • BlockingVolume – Used for limiting player movements, works like the Invisible Collision Hull in UT
  • Volume – Generic volume with no properties, you can use these for Location Tags in outdoor areas where zoning may not be possible.
  • LadderVolume
  • PhysicsVolume – Created with default physics, gravity and other properties can be changed in this volume to create reverse gravity, wind, etc
  • DefaultPhysicsVolume – This cannot be used by mappers. The class holds the physics properties used in areas that are not contained within any PhysicsVolume.
  • PressureVolume?
  • WaterVolume – The player "swims" in this volume, complete with blue fogged view and distorted audio
  • SnipingVolume
  • LavaVolume? – Damages the actor that falls in here, with the Lava damage type "Player crashed and burned"
  • xFallingVolume – Damages the actor that falls in here with Falling damage type "Player left a small crater"
  • LimitationVolume
  • HitScanBlockingVolume?

A white cube will now appear in your level: this is the Volume actor. You can move it as you would a brush.

If you're working with water or lava, you'll need to add a sheet or a FluidSurfaceInfo if you want the water to have a visible surface. Volumes just contains the physics, nothing more.

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