Hello, first time in this forum. I am having an issue when spawning a normal zombie type enemy. When i go to play test, the zombie spawns where i want them to, but they do not walk around and follow my character, they just stay in place and only attack when i get close. I followed the enemy spawner tutorial in the youtube playlist exactly how it was shown.
@farshad So i have followed the instructions to the letter, and you can see what is happening in the screenshots. The only difference to what i am doing is in the Select node, i havent removed Pipe from the WeaponType Enum. If i do, it throws up a load of errors in the AC Interact BP. The image of her holding the gun is after following the tutorial, , the gun at her side is after i rotate the PistolSocket it sticks her thumb out
Hello, first time in this forum. I am having an issue when spawning a normal zombie type enemy. When i go to play test, the zombie spawns where i want them to, but they do not walk around and follow my character, they just stay in place and only attack when i get close. I followed the enemy spawner tutorial in the youtube playlist exactly how it was shown
Hello, first time in this forum. I am having an issue when spawning a normal zombie type enemy. When i go to play test, the zombie spawns where i want them to, but they do not walk around and follow my character, they just stay in place and only attack when i get close. I followed the enemy spawner tutorial in the youtube playlist exactly how it was shown.
Hello, welcome to the forum 😊
Are you placing a Nav Mesh Bounds Volume in the area where you are spawning the enemy?
@ben4886 When setting up sockets on your Metahuman skeleton, make sure each weapon socket is properly aligned. After that, if a specific weapon animation (such as how the fingers hold the weapon) does not look correct, you can open the animations asset and adjust the finger poses directly.
Hope this helps.
@farshad When you say aligned, how do you mean? I have set the location and rotation values exactly like in the images.
@ben4886 One more thing, the animations in the framework are originally set up for the UE4 skeleton. When using Metahuman, you may need to modify some of these animations, especially the hands and finger poses, to ensure complete alignment. Are you familiar with modifying animations directly inside Unreal Engine?
@farshad When you say aligned, how do you mean? I have set the location and rotation values exactly like in the images.
In addition to that, for better alignment, you can press play, equip the weapon, and adjust the sockets in real time to achieve the best result. I haven’t created a tutorial for this in the Classic framework, but for the Modern framework, I demonstrate how to modify sockets at runtime. Just watch a minute from 5:20. Maybe this helps
Getting Started with the Modern Survival Horror Framework – #4
@farshad watching the video, but not sure how you’re switching from gameplay to being able to move around while it’s still playing
