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[Sticky] Support – Classic Survival Horror Framework

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9716101054508e03fc6a697cc4993a50856b3af49ff1489b97a933edaad1854e?s=80&d=mm&r=g
(@deepspacedaz)
Eminent Member
Joined: 3 months ago
Posts: 26
 

Thanks again I worked it out, But its hard to set up the gun positin never looks rite i created from existing shotgun. Also I need to fix the crow error, When Migrating my project with latest version of CSHF Crows have errors. I would like them in my game.



   
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Farshad
(@farshad)
DEVELOPER Admin
Joined: 3 months ago
Posts: 197
Topic starter  

Hey @deepspacedaz, as Hosna mentioned before, you need to download the latest version from the Launcher as a fresh project and use it as your base. Then you can gradually migrate your characters and custom code from your other projects into this new project.

The reason for this is that when a new feature is added to a template, the previous version may lose some of its dependencies in the newer update. Also, new dependencies and functions introduced in the latest version can potentially cause conflicts with classes from the older version.

Templates should always be used as a base. If any updates come to the template, you should use the latest version as your base. If you follow this approach, you won’t encounter compatibility issues or errors.


This post was modified 3 weeks ago by Farshad

   
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9716101054508e03fc6a697cc4993a50856b3af49ff1489b97a933edaad1854e?s=80&d=mm&r=g
(@deepspacedaz)
Eminent Member
Joined: 3 months ago
Posts: 26
 

So If i create a Brand New project, then Migrate my existing one, It should work ?

 



   
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Farshad
(@farshad)
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Joined: 3 months ago
Posts: 197
Topic starter  

@deepspacedaz After downloading the latest version, you can replace all the character meshes and animations with your own assets. You can then import your own environment and assets into the project.

However, when transferring assets, if Unreal Engine asks whether you want to overwrite existing files, you should not overwrite them. After that, you can integrate your previously written classes and code into the fresh version of the framework. It may feel a bit frustrating or time-consuming, but this is currently how templates work in Unreal Engine on the Fab marketplace.



   
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9716101054508e03fc6a697cc4993a50856b3af49ff1489b97a933edaad1854e?s=80&d=mm&r=g
(@deepspacedaz)
Eminent Member
Joined: 3 months ago
Posts: 26
 

I did what you said And i still get this crow error, should remove crow from level ? do i have to add crows to level somehow with the eyedropper on doors ?



   
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Farshad
(@farshad)
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Joined: 3 months ago
Posts: 197
Topic starter  

@deepspacedaz At what exact stage are you encountering this error? It shouldn’t occur when using a fresh download. Could you clarify what you are importing or modifying when the error appears? Something is likely overwriting part of the current version.



   
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C06ce3aaa632866fe072a2bed42cd5f0833521b37a5162689bdae22c808876b9?s=80&d=mm&r=g
(@tommycapri)
Active Member
Joined: 3 weeks ago
Posts: 5
 

@ben4886 it isnt working in a new project demo map, so i assume im doing something wrong. I'm not doing anything different from the tutorial which is why I'm confused, and i even kept the default monster mesh in case it was an issue with my custom mesh.



   
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Hosna
(@hosna)
DEVELOPER Admin
Joined: 3 months ago
Posts: 163
 

@tommycapri It seems you’re trying to spawn the monster in a new level without introducing it first. In that case, you should enable the "MonsterIsIntroduced" boolean in the Game Instance. (Image Attached)

I’ve also uploaded a video for you Here that demonstrates a simple way to handle the spawn process in a new level. Hope this helps 😊 


This post was modified 2 weeks ago by Hosna

   
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Ben4886
(@ben4886)
Patreon Survivor Registered
Joined: 2 months ago
Posts: 46
 

@farshad Hey, if possible im gonna need some more advice on the weapons and animations. I have the new shotgun aligned perfectly on the animation sequence, but when i play, it is completely off. If i align another animation, like shooting, then it changes the aiming animation i have just done. I have followed everything you've written and said to do



   
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Farshad
(@farshad)
DEVELOPER Admin
Joined: 3 months ago
Posts: 197
Topic starter  

@ben4886 Hey Ben,

If aiming and shooting animations for your weapon require changes to the socket setup, then you should treat it as a new weapon type. The explanation I provided earlier applies to cases where animations do not require any socket adjustments.

For example, if a new shotgun requires a different socket configuration, then you should create a new entry in the weapon enum and make a new anim layer, so it is treated as a completely new weapon type.

However, if the weapon shares the same form, style, and animation setup as an existing type, then my previous guidance is sufficient.



   
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Ben4886
(@ben4886)
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Joined: 2 months ago
Posts: 46
 

@farshad I am starting with a new drum fed combat shotgun, as I figured that would be easiest. Maybe it will be best if I just do new weapon types for every weapon. 

the other issue is skeletal changes are applied to everything. Like if I rotate the spine so they don’t lean forward so much while running, it applies to all animations 



   
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Farshad
(@farshad)
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Joined: 3 months ago
Posts: 197
Topic starter  

@ben4886 Maybe you can avoid applying changes to the skeleton and instead apply only to that specific animation, if you want only it effects on a specific one.



   
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Ben4886
(@ben4886)
Patreon Survivor Registered
Joined: 2 months ago
Posts: 46
 

@farshad that’s what I’ve been trying to do. For example I double click the Fire animation, rotate the arm, double click Aim and the arm is rotated on that as well



   
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9716101054508e03fc6a697cc4993a50856b3af49ff1489b97a933edaad1854e?s=80&d=mm&r=g
(@deepspacedaz)
Eminent Member
Joined: 3 months ago
Posts: 26
 

Hello Sorrt to bother you again Ive added my new pistol same as your video Im just changing default one but now my line trace is shootling left and short Im not sure why can you help thanks.



   
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Hosna
(@hosna)
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Joined: 3 months ago
Posts: 163
 

@deepspacedaz Could you please send a short video showing the issue? It will help me better understand what’s happening.

 
 


   
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