Topic'sTitle wrote:
Technically speaking...
there are internal differences in codes and their executions. If you don't get that UT won't access unknown variables then I'm talking at walls. We can end discussions before even to start them.
Linkers are created in map itself pointing at assets that UT won't manage. There are new vars in navigation, "player" variable was moved, screenshots are carefully ruined from having "mips" crashing D3D render from UT (I don't see what's the benefit here except a few bytes saved). UGold which I was probing last time, StaticMesh doesn't exist in UT and I did not investigate if A.I. understands it, "bTwoWay" is also placed elsewhere. Textures have properties unknown by UT render and so on. More to come, portals are useless if map doesn't have ZoneInfo actors, and all actors placed around are in account as placed in void not in map.
New Pathing stuff specific to 227? Custom pathing task in UT is already available since 2-3 years, initial stage delivered by XC_Engine and some mystical data can be fixed/erased with XC_PathsWorker. More to say, we can clean ReachSpecs without any corruption.
Whatever is needed for solving Textures looks available in 469b (469c it's no way), rebuilding geometry in exchange is good (when mapping is executed correctly). There is no logic point to mess with Gold in maps aiming UT. MyLevel codes will generate dependencies that UT won't run.