
Welcome, and thank you so much for supporting the Classic Survival Horror framework 🙏
This is the main support topic for general questions, setup help, and discussions related to the Classic Survival Horror Framework.
If you run into questions while using the framework or need clarification on how something works, feel free to ask here.
To keep the forum clean and easy to navigate, please use the appropriate sections for the following:
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Bug reports → Bug Reports section
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Feature requests/suggestions → Feature Requests section
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Off-topic discussions → Community section
📘 Documentation & Tutorials
Documentation:
👉 [CSHF Documentation]
Video Tutorials:
👉 [Tutorial Playlist]
Latest Patch Notes:
👉 [Patch Notes]
Thanks again for your support, and welcome to the Dark Silver Games community.
I’m glad to have you here.
— Farshad
Dark Silver Games
Hello,
I followed the tutorial to set up the MetaHuman in the female version, but I’m running into an issue: the weapons are no longer in the character’s hands, and the same thing happens while walking animations.
I’m not very skilled in this area, and I tried watching some tutorials, but I preferred to ask you directly to be sure.
Thank you in advance.
Hello,
I followed the tutorial to set up the MetaHuman in the female version, but I’m running into an issue: the weapons are no longer in the character’s hands, and the same thing happens while walking animations.
I’m not very skilled in this area, and I tried watching some tutorials, but I preferred to ask you directly to be sure.
Thank you in advance.
Thank you for your question! This happens because the MetaHuman skeleton is slightly different from the UE5 mannequin skeleton. I mentioned this in tutorial part #5 in the pinned comment, but I’ll put it here for you and anyone else who may have the same question.
To correctly align weapons in a MetaHuman character’s hand, get a back from your project and then follow these steps:
1-Go to your Metahuman class and rename the base mesh to something simple like “MMM” so it’s easier to find. (Image 1L)
2-Open the Metahuman Animation Blueprint and reset all Modify Bone nodes to 0. (Image 2L)
3- Open the Interact Component and change the Equip function as you see in the image. It requires some change to the " Attach Weapon to Player Hand " function. (Image 3L)
4 - Open the " Attach Weapon to Player Hand function " and do exactly the same as shown in the image. (Image 4L)
5 - Create new sockets on the Metahuman skeleton for your weapons and adjust them there. (Image 5L)
Images download link: https://drive.google.com/file/d/1qWIvj6nH5XLD0Hf8vXPSab5zmTmOUS7o/view
Notes: After making these changes, the weapons will only work properly with the Metahuman class. It won’t function correctly with the default UE4 or UE5 character classes. If you ever want to switch back to those classes, you’ll need to undo these changes.
Thank you very much for your reply and for your time 🙂
I will proceed as you suggested, thank you.
Hey guys! just a quick one, hopefully. So i am using the framework with another project which is looking awesome so far, however there are some controls from the original BP first person character that had the correct physical material sounds and interaction key for the map i merged the framework with.
So my question is. Using the Classic BP character, how can i transfer these settings (Logic) from character to character so i can apply the correct physical material sounds to the new map, and apply the interact key all from what was created with the maps original BP FP character, If that makes sense.
Like merging two projects together with the classic framework obviously the logic needs to be tweaked for the new map so .
Hope you can help a beginner out.
Also a quick suggestion.
How can i create a loading screen, that actually pre loads the map, preventing any stuttering and textures loading while playing the game. Having a custom load screen implemented would be awesome feature to have, but actually a load screen that is pre loading the map for smoother exp.
Thank you again for the awesome work!
@the-javawockee Hey! Glad to hear things are going well so far 🙂
Just to be transparent, we strongly recommend using the Classic Survival Horror framework as your base project and then rebuilding or implementing any extra logic on top of it. Excessive merging with other systems could makes things a little challenging for you.
For physical material footstep sounds, you can add your new physical materials to the project, then open ABP_Base and check the FootstepDetection function, that’s where the detection logic for physical materials happens.
As for a real loading screen, this requires C++ and can not be done with BP only. However, you could use a free plugin like "Async Loading Screen" to achieve this without touching C++. Alternatively, a common simple Blueprint approach is to show a loading widget during map load and fade it out after 15–30 seconds. It’s not true preloading, but it atleast helps hide stutter and feels smoother 😀
Hope this helps clarify things
@hosna wow i really appreciate the speedy response thank you.
I actually dont remember but im sure that its possible I did start the classic framework as the base project, its just merging the projects together. Also i did look into the async loading screen plug which looks awesome but i dont think it is currently supported with 5.7 becasue it wont let me install the plug in, but that would have been perfect from the videos I have seen about it.
I will look into the ABP_base now and see if i can fix the/ add the new maps' physical mats to the classic player.
Thank you again for the support, truly worth every single penny buying it, and with the support after from you . Thats incredible.
@the-javawockee You’re very welcome! Plugin support can sometimes lag behind newer engine versions. From what I’ve seen, though, it can be quite helpful, especially for people who prefer not to jump into C++,
Happy to help anytime! 🙂
Bug Report -
Strange Behavior When Building for Android Platform
After a couple of weeks of UI tweaking, I finally have my mobile port working enough to where I can get into actual gameplay. However it seems that some issues are popping up regarding ui elements and health. When I start a new game, my level opens and my player is immediately in an injured state. I cant interact with any item whatsoever and the inventory ui doesn't display the health as per the screenshot. Any ideas what could be causing this? Can someone else try and see if it happens on their end as well? I haven't modified the health component at all
@rdograndy Hey Randy, welcome to the forum. Really glad to see you here!
The framework is currently officially supported on Windows only, so some behaviors on mobile may not be fully functional yet. That said, here are a few things you can check on your end:
- Make sure the Movies folder is in the project root (See Doc Section 2: How to change the Movies folder correctly?) for health display.
- For interactions and injury status, open the Blueprints and verify references; you can check with a simple Print String node to debug what functions return.
Hope this helps, and glad to have you here!
I have a new screenshot to share. Looks like it's an error with the health component. From what I am seeing through the forums this error is caused when some kind of circular dependency exists but I can't seem to find it. Maybe on PC it works fine but on android, because events fire off in a different order for some things it breaks the health component, which explains why I can't interact or do anything
I have a new screenshot to share. Looks like it's an error with the health component. From what I am seeing through the forums this error is caused when some kind of circular dependency exists but I can't seem to find it. Maybe on PC it works fine but on android, because events fire off in a different order for some things it breaks the health component, which explains why I can't interact or do anything
Hey Randy, I just tested it on my Windows PC, and the project packaged successfully without any issues. Have you recently made any changes(renaming, etc.) to the AC_Health variables? Take a backup of your project first, then create a duplicate of the AC_Health. Remove the old one from your character, attach the new one, and try testing it. The Health component logic is fairly simple, so you can easily create a new one or even move its code directly into the Character class and connect its references to your new logic.
