🐞 Known Errors

Things to look out for:

  • Uninstalling KF SDK wipes all of your Killing Floor mutators (and binds). So erm... Don’t Do That xD

  • Selection Delay is a UE2 issue due to modern GPUs, discussed here: https://www.vogons.org/viewtopic.php?f=59&t=90041

  • Selecting surfaces specifically has an even more ridiculously long delay. Zoom in and ensure the Editor is rendering as little as possible in the viewport.

  • Not really an error but KF hates spaces in imports so NEVER add them, especially for sounds (.uax).

  • The config for saving Build settings is borked, and if you do it manually through UnrealEd.ini it breaks the editor (BIG TIME so don’t ever lmfao).

  • Static Mesh Limit: Meshes exceeding 22,000 triangles will warp. 👉 [Static Mesh Import Errors](https://forums.tripwireinteractive.com/index.php?

  • Modern 3DS Max and Blender 2.81+ have never successfully exported a SM into KF1 with multiple UVs/materials for me (I remember hearing it was an issue somewhere too).

  • For broken build/terrain menus try the advice discussed here: https://forums.tripwireinteractive.com/index.php?threads/solution-glitched-terrain-editor-menu.55403/

  • If you use textures or resources from the workshop or modded content, and send the map file for testing without including those resources — testers won’t be able to view the map in game as the title won’t appear at all. If this is causing issues you can ask a friend to open the map file in SDK, and it will give a detailed error report about which resources are missing, so you can narrow down your search.

  • If the map won’t appear in the Killing Floor map list, the most likely reason is because there’s a disallowed character in the map name (such as "."), or it doesn’t have a KF/KFO prefix. (Another reason might be a dependency, so try convince yourself/them to monitor log real-time as they open the file in SDK.)

  • The Undo (Ctrl+Z) action is restricted, and can cause crashes when reverting projector movements. So be sure to save often if you use it anyway like I do ;D

  • Projector textures also tend to multiply their alpha values (by like 1–10%) with every build, eventually becoming completely transparent. Idrk what to do aside stay aware. I literally have to hop in game to see & adjust their position + scale lmfao.

  • Animated decorations work sometimes (even on servers) but also stops some from loading the map at all (crashes SDK too). I think there’s a dependency somewhere that I need to find — although it works in KF-Foundry lol, maybe I’m stupid.

  • Scale map / brush operation crashes SDK (unsurprisingly). Just use vertex editor.

  • The grid alignment often breaks if you consistently use BSP dimensions that aren’t powers of 2 (especially at sizes 1000+), or more often switching between grid 1–2 (often while something in grid 1 is still selected). This means brushes may place themselves in between grid lines, or suddenly gain (non-existent) width in the top/side/front views. If you insist on using grid 1 for meshes (like I did/do a lot), make it a religious habit to always deselect the mesh before switching back to grid 2+.

  • Delay time can’t be properly edited with KFDoorMovers. Fall Trigger Pack’s DoorMoverPlus doesn’t fix this, or maybe I’m just that bad so meh...

  • Ordinary Movers, and routes movers take, can break KF specimen pathing. Whereas KFDoorMovers don’t (in my experience). Prob because path collision is enabled in Properties → Collision by default, so if you insist on using massive movers go ahead and set that to False.

  • There’s a hard limit on the effective number of portals and path navigation points.

  • If you change to a language (like to Russian), RIP. I’ve noticed that it breaks UI Booleans such as True/False functionality feature in properties. Might just be if you download SDK then switch but may even be the same for other languages so gl hf.

  • I heard through the grapevine workshop has a 100 MB upload limit (don’t quote me on this, your map shouldn’t be getting that big and workshop sucks anyway, we all use manual DL links xd).

  • KF SDK can cause you to run out of virtual memory from time to time, so be sure to hit the save button before closing the pop-up. At least use the basic hotkeys to toggle visibility, and reduce your graphics settings. As it does auto-crash the software.

  • Let’s not forget the most important error: why am I publishing a KF SDK guide in 2020? Well... WHY THE HECK NOT! More like I’m disgusted at the lack of them, so who knows. Hopefully at least 1 person finds this useful.