<?xml version="1.0" encoding="UTF-8"?>        <rss version="2.0"
             xmlns:atom="http://www.w3.org/2005/Atom"
             xmlns:dc="http://purl.org/dc/elements/1.1/"
             xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
             xmlns:admin="http://webns.net/mvcb/"
             xmlns:rdf="http://www.w3.org/1999/02/22-rdf-syntax-ns#"
             xmlns:content="http://purl.org/rss/1.0/modules/content/">
        <channel>
            <title>
									Dark Silver Games Forum - Recent Topics				            </title>
            <link>https://darksilvergames.com/community/</link>
            <description>Dark Silver Games Discussion Board</description>
            <language>en-US</language>
            <lastBuildDate>Sat, 14 Nov 2026 08:20:19 +0000</lastBuildDate>
            <generator>wpForo</generator>
            <ttl>60</ttl>
							                    <item>
                        <title> MSHF - Upper and Lower Body Rotation Sync While Aiming</title>
                        <link>https://darksilvergames.com/community/modern-survival-horror-framework/fix-mshf-upper-and-lower-body-rotation-sync-while-aiming/</link>
                        <pubDate>Fri, 06 Nov 2026 20:09:21 +0000</pubDate>
                        <description><![CDATA[Special thanks to @iamry4ndee , @g-uncleray and @criss1818 for reporting this issue and helping us improve the framework.You can fix this issue right now by following the steps shown in the ...]]></description>
                        <content:encoded><![CDATA[<p><img src="https://darksilvergames.com/wp-content/uploads/2099/02/Fix-1.png" alt="Fix-1.png (424×478)" /></p>
<p><br />Special thanks to @iamry4ndee , @g-uncleray and @criss1818 for reporting this issue and helping us improve the framework.<br /><br />You can fix this issue right now by following the steps shown in the video, or simply wait for the upcoming v0.6 update, where the fix has already been implemented.<br /><br /><span style="text-decoration: underline;color: #ffffff"><a style="color: #ffffff;text-decoration: underline" href="https://darksilvergames.com/wp-content/uploads/2026/11/UpperLowerBody.mp4" target="_blank" rel="noopener">VIDEO : MSHF Upper and Lower Body Rotation Sync FIX</a></span></p>]]></content:encoded>
						                            <category domain="https://darksilvergames.com/community/"></category>                        <dc:creator>Hosna</dc:creator>
                        <guid isPermaLink="true">https://darksilvergames.com/community/modern-survival-horror-framework/fix-mshf-upper-and-lower-body-rotation-sync-while-aiming/</guid>
                    </item>
				                    <item>
                        <title>changing skeletal mesh actors</title>
                        <link>https://darksilvergames.com/community/classic-survival-horror-framework/changing-skeletal-mesh-actors/</link>
                        <pubDate>Sat, 24 Oct 2026 10:06:52 +0000</pubDate>
                        <description><![CDATA[hi all 
hope u are all well its been a while and i forget if i asked this before is there a method i am not getting i want to change the mutant dog with my own dog mesh but the animations a...]]></description>
                        <content:encoded><![CDATA[<p>hi all </p>
<p>hope u are all well its been a while and i forget if i asked this before is there a method i am not getting i want to change the mutant dog with my own dog mesh but the animations arent working after i replace skeleton and use my own mesh can someone please help me with the method to do this</p>
<p>regards to all </p>
<p>chris</p>]]></content:encoded>
						                            <category domain="https://darksilvergames.com/community/"></category>                        <dc:creator>Chris</dc:creator>
                        <guid isPermaLink="true">https://darksilvergames.com/community/classic-survival-horror-framework/changing-skeletal-mesh-actors/</guid>
                    </item>
				                    <item>
                        <title>Female motion matching Animation blueprint for female characters</title>
                        <link>https://darksilvergames.com/community/modern-survival-horror-framework/female-motion-matching-animation-blueprint-for-female-characters/</link>
                        <pubDate>Wed, 21 Oct 2026 02:03:04 +0000</pubDate>
                        <description><![CDATA[Hi,
I recently purchased the Modern Survival Horror Framework, and I was wondering if female character animations compatible with the Motion Matching system are available.
If they aren’t i...]]></description>
                        <content:encoded><![CDATA[<p><span>Hi,</span></p>
<p><span>I recently purchased the Modern Survival Horror Framework, and I was wondering if female character animations compatible with the Motion Matching system are available.</span></p>
<p><span>If they aren’t included in the framework, is there any possibility of obtaining them separately or having them made available in a future update?</span></p>
<p><span>Thank you for your time and support!</span></p>]]></content:encoded>
						                            <category domain="https://darksilvergames.com/community/"></category>                        <dc:creator>Reynaldo Vásquez</dc:creator>
                        <guid isPermaLink="true">https://darksilvergames.com/community/modern-survival-horror-framework/female-motion-matching-animation-blueprint-for-female-characters/</guid>
                    </item>
				                    <item>
                        <title>Modern Survival Horror Framework – v0.6 | Dev Log</title>
                        <link>https://darksilvergames.com/community/modern-survival-horror-framework/modern-survival-horror-framework-v0-6-dev-log/</link>
                        <pubDate>Tue, 20 Oct 2026 16:33:45 +0000</pubDate>
                        <description><![CDATA[Hi everyone! This topic will be used to share progress updates for the upcoming V0.6 update of the Modern Survival Horror Framework.V0.6 is going to be a major update! Our goal is to keep ex...]]></description>
                        <content:encoded><![CDATA[<p><img src="https://darksilvergames.com/wp-content/uploads/2099/02/Flares.png" alt="Flares.png (886×296)" /></p>
<p>Hi everyone! <br /><br />This topic will be used to share progress updates for the upcoming V0.6 update of the Modern Survival Horror Framework.<br /><br />V0.6 is going to be a major update! Our goal is to keep expanding and improving the framework by adding more features, better systems, and useful tools, giving you even more possibilities and flexibility when creating your own survival horror games.<br /><br />As development continues, we'll be posting previews, new features, improvements, bug fixes, and other progress updates here so you can follow along and see what's coming before the release.<br /><br />Please keep in mind that everything shown here is still a work in progress, so some features, visuals, or implementation details may change before the final release.<br /><br />Thank you for all your feedback and support! It continues to help us improve and shape the framework. &#x1f60a;</p>]]></content:encoded>
						                            <category domain="https://darksilvergames.com/community/"></category>                        <dc:creator>Hosna</dc:creator>
                        <guid isPermaLink="true">https://darksilvergames.com/community/modern-survival-horror-framework/modern-survival-horror-framework-v0-6-dev-log/</guid>
                    </item>
				                    <item>
                        <title>Please consider an idea for a modern flashlight</title>
                        <link>https://darksilvergames.com/community/modern-survival-horror-framework/please-consider-an-idea-for-a-modern-flashlight/</link>
                        <pubDate>Thu, 08 Oct 2026 22:09:16 +0000</pubDate>
                        <description><![CDATA[Hey guys!I&#039;d like to share some of my work for my personal project with you, and I hope you&#039;ll take it and add it to the framework for everyone.Implementing a chest flashlight based on Silen...]]></description>
                        <content:encoded><![CDATA[<p>Hey guys!<br /><br />I'd like to share some of my work for my personal project with you, and I hope you'll take it and add it to the framework for everyone.<br /><br />Implementing a chest flashlight based on Silent Hill 2 Remake.<br />1. We need to bind the Spot Light to the game camera.<br />2. Change the Light Channel of this light to any other light source so it ignores our character model.<br />This way, we can place this light anywhere without any visual issues related to the character, but the light will still cast shadows from objects (it's important to have a matching light channel for the entire environment so that the entire environment is illuminated and casts shadows).<br />3. We need to enable turn in place mode for the character when they turn on the flashlight (I haven't been able to implement this yet).<br />4. We need to set a delay for the flashlight beam so it doesn't move in sync with the camera (I haven't implemented this yet).<br /><br />As a result, we get a light source that truly fulfills its third-person gameplay function.<br />We illuminate the area with the cursor or stick, and the light is not tied to the hero model. We don't need to rotate the hero, you see? This system works independently.<br />In my opinion, this method is very simple to implement, doesn't require painstaking animation work, and fully fulfills its function.<br />This is exactly the method implemented in Silent Hill 2 Remake. The chest lantern model itself is just a decoration with an emissive effect, but the actual light comes from the gameplay camera.<br />In this video, I fully demonstrated how it works, comparing it to Silent Hill 2 Remake. I would be very grateful if you could help me implement point 3: Enable rotation on the hero's position when turning on the lantern, because I haven't yet been able to figure out how to do this correctly in the framework code. The framework flashlight itself is implemented dynamically in a separate component; it can't even be edited (as far as I understand).</p>
<p>&nbsp;</p>
<p>https://youtu.be/Bfy8DOmBKu0</p>]]></content:encoded>
						                            <category domain="https://darksilvergames.com/community/"></category>                        <dc:creator>RozhkovskyProduction</dc:creator>
                        <guid isPermaLink="true">https://darksilvergames.com/community/modern-survival-horror-framework/please-consider-an-idea-for-a-modern-flashlight/</guid>
                    </item>
				                    <item>
                        <title>Adding GASP to Classic Survival Horror Framework</title>
                        <link>https://darksilvergames.com/community/classic-survival-horror-framework/adding-gasp-to-classic-survival-horror-framework/</link>
                        <pubDate>Wed, 30 Sep 2026 23:04:33 +0000</pubDate>
                        <description><![CDATA[Hi,
I&#039;ve seen posts about GASP for the Modern framework but I&#039;m interested in adding GASP to the Classic framework are there any tutorials or necessary steps I could follow to achieve GASP ...]]></description>
                        <content:encoded><![CDATA[<p>Hi,</p>
<p>I've seen posts about GASP for the Modern framework but I'm interested in adding GASP to the Classic framework are there any tutorials or necessary steps I could follow to achieve GASP in the Classic framework?</p>]]></content:encoded>
						                            <category domain="https://darksilvergames.com/community/"></category>                        <dc:creator>ALONE AND SUFFERING</dc:creator>
                        <guid isPermaLink="true">https://darksilvergames.com/community/classic-survival-horror-framework/adding-gasp-to-classic-survival-horror-framework/</guid>
                    </item>
				                    <item>
                        <title> MSHF - Picking Up Items Placed Close Together (0.5.0) - Fixed in a newer version!</title>
                        <link>https://darksilvergames.com/community/modern-survival-horror-framework/fix-mshf-picking-up-items-placed-close-together/</link>
                        <pubDate>Fri, 18 Sep 2026 16:10:34 +0000</pubDate>
                        <description><![CDATA[Special thanks to @ryanhayle for reporting this issue and helping us improve the framework.
By applying the changes shown in this video to MSHF, items that are very close to each other can ...]]></description>
                        <content:encoded><![CDATA[<p dir="auto" data-start="160" data-end="256"><a href="https://www.youtube.com/watch?v=0Y9hijoopcc" target="_blank" rel="noopener"><img src="https://darksilvergames.com/wp-content/uploads/2099/02/ItemCloseE-1024x636.png" alt="ItemCloseE-1024x636.png (1024×636)" /></a></p>
<p class="PDq2pG_selectionAnchorContainer" dir="auto" data-start="160" data-end="256">Special thanks to <a title="ryanhayle" href="https://darksilvergames.com/participant/ryanhayle/">@ryanhayle</a> for reporting this issue and helping us improve the framework.<span class="PDq2pG_selectionAnchor" aria-hidden="true"></span></p>
<p class="" dir="auto" data-start="261" data-end="399">By applying the changes shown in this video to MSHF, items that are very close to each other can now be picked up properly without issues. A demo video is included showing step-by-step usage. </p>
<p dir="auto" data-start="404" data-end="563">If you are currently using <strong data-start="431" data-end="467">MSHF 0.5.0 </strong>or an earlier version and want to apply this fix before the next update, you can follow the steps shown in the video.</p>
<p dir="auto" data-start="568" data-end="674" data-is-last-node="">This fix is now officially included in <strong data-start="608" data-end="624">MSHF 0.5.1</strong>, along with several other improvements.<br /><br /><span style="text-decoration: underline"><a href="https://www.youtube.com/watch?v=0Y9hijoopcc" target="_blank" rel="noopener"><span style="color: #ffffff"><strong>VIDEO : MSHF Item Pickup System Update</strong></span></a></span></p>]]></content:encoded>
						                            <category domain="https://darksilvergames.com/community/"></category>                        <dc:creator>Hosna</dc:creator>
                        <guid isPermaLink="true">https://darksilvergames.com/community/modern-survival-horror-framework/fix-mshf-picking-up-items-placed-close-together/</guid>
                    </item>
				                    <item>
                        <title>Problematic Areas of the Asset and How to Fix Them</title>
                        <link>https://darksilvergames.com/community/classic-survival-horror-framework/problematic-areas-of-the-asset-and-how-to-fix-them/</link>
                        <pubDate>Tue, 15 Sep 2026 18:50:47 +0000</pubDate>
                        <description><![CDATA[In this thread, I’ll describe problematic areas related to different aspects of this framework and, to the best of my ability, suggest proper solutions for them.
&nbsp;
Right now I don’t h...]]></description>
                        <content:encoded><![CDATA[<p>In this thread, I’ll describe problematic areas related to different aspects of this framework and, to the best of my ability, suggest proper solutions for them.</p>
<p>&nbsp;</p>
<p>Right now I don’t have enough time to describe every problematic area, but there is one critically important issue that will affect anyone trying to build a full game with this asset.</p>
<p>The asset does not properly account for game localization. A large amount of functionality is tied to the <code>Name</code> variable in the item structure, while that variable is of type <code>Text</code>. The problem is that <code>Text</code> is localizable. Once the game is localized, this can break gameplay logic: items may be used, combined, checked, or processed incorrectly because the displayed/localized name is no longer a reliable identifier.</p>
<p>This kind of logic should be based on an <code>ItemID</code> field instead. The <code>ItemID</code> should use the <code>FName</code>/<code>Name</code> type, because this value is not localized, never changes between languages, and provides a stable identifier for gameplay code.</p>
<p>The solution itself is relatively simple, but it is an important and potentially time-consuming change because it needs to be implemented carefully everywhere the <code>Name</code> field from the structure is currently used for gameplay logic.</p>
<p>First, an <code>ItemID</code> variable of type <code>FName</code> should be added to the <code>S Item</code> structure. Then, for every item, the original internal item name should be duplicated into the new <code>ItemID</code> field.</p>
<p>After that, the project should be searched for every <code>Set Members in S Item</code> node. The new <code>ItemID</code> pin should be connected to the existing <code>ItemID</code> value wherever necessary. If the pin is hidden, the structure node needs to be selected and the <code>ItemID</code> field enabled in the Details panel. The same should be done for <code>Set Members</code> nodes that currently appear empty but actually contain many hidden structure fields.</p>
<p>Next, the entire project should be searched for every <code>Break S Item</code> node. Every place where the <code>Name</code> output is being used as part of gameplay logic should be changed to use <code>ItemID</code> instead.</p>
<p>I have not completed this migration myself yet, so I want to ask in advance: are there any other places I may miss? Are there systems or node types I should inspect in addition to searching for <code>Set Members in S Item</code> and <code>Break S Item</code>?</p>
<p>I strongly recommend fixing this in the base asset itself. Most developers localize their games fairly late in production. By that point, the project may already be large, with these structures used across many systems, puzzles, inventory interactions, and other gameplay logic. Changing a widely used structure at that stage becomes extremely expensive.</p>
<p>Unreal Engine also tends to behave poorly when heavily used structures are modified. In some places, simply refreshing nodes is not enough, and I have already had to recreate <code>S Item</code>-related variables and nodes from scratch because they became corrupted or stopped compiling correctly after structure changes.</p>
<p>Discovering this issue near the final stages of development would be extremely unpleasant. Fortunately, because I already have several completed games behind me, I tend to test systems like this in advance for stability in different situations, including localization and larger-scale project usage.</p>
<p>&nbsp;</p>
<p>P.S. Is there a way to create separate branches within a thread, so that each issue can be kept separate and people don’t have to search through the entire discussion to find new topics? </p>]]></content:encoded>
						                            <category domain="https://darksilvergames.com/community/"></category>                        <dc:creator>Honor Games</dc:creator>
                        <guid isPermaLink="true">https://darksilvergames.com/community/classic-survival-horror-framework/problematic-areas-of-the-asset-and-how-to-fix-them/</guid>
                    </item>
				                    <item>
                        <title>Character Creator 5</title>
                        <link>https://darksilvergames.com/community/modern-survival-horror-framework/character-creator-5/</link>
                        <pubDate>Fri, 11 Sep 2026 04:16:11 +0000</pubDate>
                        <description><![CDATA[How can I replace Character Creator 5? Are there plans to ensure compatibility with CC5?]]></description>
                        <content:encoded><![CDATA[<p>How can I replace Character Creator 5? Are there plans to ensure compatibility with CC5?</p>]]></content:encoded>
						                            <category domain="https://darksilvergames.com/community/"></category>                        <dc:creator>Scairp</dc:creator>
                        <guid isPermaLink="true">https://darksilvergames.com/community/modern-survival-horror-framework/character-creator-5/</guid>
                    </item>
				                    <item>
                        <title>Now Hiring — Freelance 3D Artists &amp; Animators | MSHF v1.0</title>
                        <link>https://darksilvergames.com/community/dark-silver-games-announcements/now-hiring-freelance-3d-artists-animators-mshf-v1-0/</link>
                        <pubDate>Mon, 07 Sep 2026 19:00:55 +0000</pubDate>
                        <description><![CDATA[We’re currently looking for talented 3D Artists and Animators to work with us on the upcoming Modern Survival Horror Framework v1.0 update.
This is a freelance, project-based opportunity fo...]]></description>
                        <content:encoded><![CDATA[<p><img src="https://darksilvergames.com/wp-content/uploads/2099/02/MSHF-1.png" /></p>
<p class="isSelectedEnd"><span>We’re currently looking for talented </span><strong>3D Artists and Animators</strong><span> to work with us on the upcoming </span>Modern Survival Horror Framework <strong>v1.0</strong><span> update.</span></p>
<p class="isSelectedEnd"><span>This is a </span><strong>freelance, project-based opportunity</strong><span> focused on expanding the visual content and quality of the framework.</span></p>
<p class="isSelectedEnd"><span>Interested in working with us? You can find the full details and submit your application through our <strong><a href="https://darksilvergames.com/opportunities-at-dark-silver-games/" target="_blank" rel="noopener">Jobs</a></strong></span><span><strong> </strong>page.</span></p>
<p>We look forward to hearing from talented creators interested in working on MSHF v1.0.</p>]]></content:encoded>
						                            <category domain="https://darksilvergames.com/community/"></category>                        <dc:creator>Hosna</dc:creator>
                        <guid isPermaLink="true">https://darksilvergames.com/community/dark-silver-games-announcements/now-hiring-freelance-3d-artists-animators-mshf-v1-0/</guid>
                    </item>
							        </channel>
        </rss>
		