Cursor design and script for cursors
To interact with UI assets in UDK, the player needs to jump from targeting using the camera to clicking on menu items. This is done by gaining control of the XY screen space using a cursor. In this recipe, we'll provide a bare bones procedure for getting a simple cursor working while also giving an overview of how ActionScript and Kismet communicate. Note that at the time of writing UDK has only just implemented ActionScript 3 support for Scaleform. Also, now Scaleform 4 is out with more bells and whistles. Because this is only a recent development, all the lessons from here on in are written in ActionScript 2, which is still fully supported and an excellent starting point.
How to do it...
First, decide for yourself. Do you want a cursor that has a lot of thematic character or a cursor that is simple and clear? Usually, a simple cursor is less obtrusive than a highly decorative one.
Creating simple cursor art
- In Photoshop, create a 256x256 document. Click...