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⚠️ Bug Reports – Classic Survival Horror Framework

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Hosna
(@hosna)
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Classic

Encountered a bug or issue while using the Classic Survival Horror Framework? You’re in the right place.

If something isn’t working as expected, please report it here and include as many details as possible, such as:

- Framework version
- Unreal Engine version
- Clear description of the issue
- Steps to reproduce the bug
- Screenshots or video (if available)
- Logs or error messages (if possible)

This information helps identify and fix issues much faster.

Your feedback directly helps improve the framework and future updates.
Thanks a lot for taking the time to report issues and support the project! 🙌


This topic was modified 1 month ago 2 times by Farshad

   
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(@konkichifan)
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I have a couple things here to mention 2 are bugs (but is pretty minor) 2 are things that aren't bugs necessarily but do make things hard to use 

1: (Bug) If at anytime a note is placed near an item that can be picked up if the player reads the note first then picks up the item it wont allow them to, the player to correct this has to walk back out of the collision then back in, pretty minor and is quite common even in the classic capcom games themselves for collision issues but still worth noting 

2: (Bug) When the player interacts with a locked door or a text interactable it is possible (and pretty common) for the player to lose control and have the character walk indefinitely by their own this one is also minor but does crop up enough to be an annoyance 

3: (not a bug but a frustration) When using the enemy spawner there isn't a clear way to tell the enemies rotation upon being spawned, this can make it very difficult to use/predict

4: (Not a bug but a frustration) When trying to add an item box to a save room, it can genuinely be impossible even with the location set properly it spawns the item box outside of the map, the common practice for myself is to simply duplicate the save interact and item box from the demomap template but it'd be nice if sometime we could have those work a little better. 

I hope the last 2 are ok being listed here if not please tell me so i know to split up the reports next time, but overall the amount of issues in the classic framework has decreased quite a lot recently so i think we'll get there eventually 🙂 

 


This post was modified 1 month ago by Konkichifan

   
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Farshad
(@farshad)
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@konkichifan Thank you for taking the time to report these. Both the bugs and the mentioned frustrations will be reviewed and considered for future updates

Thanks again for the detailed feedback!



   
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(@konkichifan)
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I'm going to classify this under bug but technically isn't but something i've found that i consider to be quite critical is the demo project for classic survival horror is made with a world partition map, this seems to be where all the testing was i assume but world partition isn't how i'd imagine most devs would go about designing their levels since to replicate the old school style of level design it's much more economical to build levels in isolation and use level streaming instead, the doors working as teleports between the isolated streamed levels. 

However the issue is, this breaks the save system seemingly.  Placing enemy spawners or items as persistent actors doesn't yield persistent results.  Thinks work fine when in editor play but if the player reloads a save any items they never picked up are now gone and enemy spawns simply do not occur. 

I was just wondering if there was any way to gain insight into how that may be happening and if so maybe a guide on the forum to correct it to use level streaming would be appreciated or if for some reason ive overlooked something thanks. 



   
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Farshad
(@farshad)
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@konkichifan

Hi, thank you for the detailed report. I really appreciate it. The framework is currently designed and tested using a standard level setup. The demo level itself is a regular map (World Partition is enabled by default). In this configuration, the save/load system has been tested multiple times without any issues observed.

Level Streaming has not been officially tested yet, but it is something we plan to evaluate and potentially support more explicitly in future updates.

Could you please confirm whether this issue also occurs in the demo level, or only in your own streamed setup? If it happens in your own level, please make sure the Enemy Spawner is configured exactly as shown in the tutorial.

For Level Streaming setups, you can manually call ApplyLoadedDataToLevel (located in AC_SaveGame) each time a sublevel is fully loaded to properly sync actors with the saved data.


This post was modified 1 month ago 2 times by Farshad

   
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(@konkichifan)
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Thanks for the reply! yeah the demomap works fine its just level streaming it has troubles with.   but that's a good suggestion i think the main issue is that when the player loads a level that is a sub level it loads itself fine but not the other sub levels so yeah probably something i can just add or change in the save component itself. 

Edit: actually now that i think about it, that has to be it because the item box and save interactable are both persistent actors too and load fine so it's just calling it to load all data from all sub levels is the likely solution.


This post was modified 1 month ago by Konkichifan

   
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Farshad
(@farshad)
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@konkichifan Hey! I wanted to let you know that in Update 1.8 we made improvements to the Save & Load system. Actors are no longer dependent on GetAllActorsOfClass during load. Each actor now validates its own data and availability on spawn, which should make the system much more reliable with Level Streaming. we are currently continuing tests on this as well.

If you get a chance to try the latest version in your setup, I’d love to hear how it performs on your side too.



   
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(@konkichifan)
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Oh nice! i'll let you know at the nearest opportunity 🙂



   
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