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[Sticky] Support – Classic Survival Horror Framework

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(@tommycapri)
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Joined: 3 weeks ago
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would anyone know why my monster enemy isn't spawning in/ showing in my playtest? I replaced the monster with a custom mesh, then added in my monster spawner and linked it to an enemy spawn point. I then adjusted the "chance to spawn" and set it to 100% and still nothing is showing up in my playtest. 



   
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Ben4886
(@ben4886)
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@tommycapri Hi, first thing i would try is spawning it in the Demo level that comes with the pack. Just switch out one of the existing monsters for your own. If it works, then it will be something not set up in your own level. If it doesn't work, then maybe something with your monster/mesh. 

Let me know the results and i can help you further



   
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Ben4886
(@ben4886)
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I am adding in my own weapon types. If i want to add mulitple types of a weapon (like a modern pistol and a revolver) how is the best way to go about this? There is 1 BP_Pistol where i can change the mesh and anims, but should i duplicate it and rename it? If so, where will it be referenced so that i can update it with the new weapon type? The weapon data table will probably need to be updated, will the skeleton hand sockets as well? I want to add at least 3 of each weapon type to the game, going up in strength, is there a way to change the damage amount in the BPs?



   
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(@deepspacedaz)
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Ive changed my character to Meta human guns are offset which skelton do i use to adjust them please im confused thanks.



   
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Ben4886
(@ben4886)
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@deepspacedaz I’ve just had this issue. On this tutorial, look at the pinned comment. It links to images to follow along to add new sockets to the hands. I’d recommend doing this, then adding your own weapons, as the anims will need some tweaking 

 

https://youtu.be/kdRXwfbcx4I?is=bPhAXgaZ3DreRjtg

 



   
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(@deepspacedaz)
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@ben4886 Thank You



   
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(@deepspacedaz)
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@ben4886 Did you upgrade your project with the new crows etc from an old one, I was asking because crows have an error when i update my project to the newer version ?



   
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(@deepspacedaz)
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Ive followed titorials to add weapons to meta humans now my guns are on floor not soscketed ?



   
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(@deepspacedaz)
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Ive copied tutorial for adding wepon to metahuman added socket names but my wepon is on ground between character legs can you help thanks.



   
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Ben4886
(@ben4886)
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@deepspacedaz I haven’t updated, my version is the latest. 

the sockets your adding need to be added to the Metahuman skeleton. The MH skeleton deals with skeleton stuff, but gets the animations from the UE4/5 skeleton. 

in the image you attached, click on the ”Attach weapon” node, then change the input on the details panel to Weapon type, and the variable type to Weapon list e num (I think they are the names, I’m writing this from memory). 

Detach the Socket name link from the attach actor node, and get a Select from the Attach weapon node, put in the socket names from the skeleton exactly as you’ve written, then plug that back in to the Socket name. 

there will probably be the Pipe and Knife sockets in the select, but that is because they are listed in the Weapons data table still, you can ignore them for now 



   
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Farshad
(@farshad)
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Joined: 3 months ago
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Topic starter  

@ben4886 Thanks for your question, Ben.

If your new weapon requires a completely new type, then you’ll need to add a new entry to the WeaponType enum, and then you need to make a new layer for the new weapon, just like other weapons.

However, if you want to use an existing type (for example, creating a second and third pistol variant), it’s much simpler:

- Duplicate the BP_Pistol class and give it a new name.
- In the ItemInfo section, make sure the weapon name is completely different from the default one (e.g., not contains “Handgun Pistol”).
- Fill in the rest of the data. Note that the Quantity value here represents the weapon’s clip size (e.g., you can set it to 24).
- Open DT_WeaponsData and create a new row with a unique name (you can duplicate the existing pistol row and modify it).
- Open BP_WeaponMaster and apply the changes as shown in the screenshot. Currently, a Contains node is used, but you can replace it with "EqualExactly" node for more precise behavior.
- Then, apply a similar change in the "EquipWeapon" function inside the "AC_Interact" component (again, as shown in the screenshot).

After these steps, your new weapon should work correctly.

In future updates, this system will be improved and more fully driven by Data Tables, so you won’t need to copy/paste specific nodes like this manually. You can also refactor it yourself if you prefer, but the current approach works fine.

By the way, you can also watch Part #8 of the video tutorial for more information on how to change the weapon meshes.

If you have any questions, feel free to ask 👍


This post was modified 3 weeks ago 7 times by Farshad

   
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Farshad
(@farshad)
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Joined: 3 months ago
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Topic starter  

@deepspacedaz As Ben correctly pointed out, you need to properly set up the weapon sockets on your Metahuman skeleton. Then, assign those sockets to the corresponding variables shown in the screenshot.



   
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Ben4886
(@ben4886)
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@farshad As i will be using different animations for reloading etc, will i need to make a new BlendSpace for each new weapon variant?



   
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Farshad
(@farshad)
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Joined: 3 months ago
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Topic starter  

@ben4886 If you only need to change the reload and weapon animations, you can easily replace them directly within the weapon class under the Animation section.

However, if the overall behavior is different (such as how the character holds the weapon, runs, or uses different sockets), then you will need to create a new weapon type with a separate animation layer.



   
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Ben4886
(@ben4886)
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@farshad Yeah, i will be adding a pump action shotgun for sure



   
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