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[Sticky] Support – Classic Survival Horror Framework

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9716101054508e03fc6a697cc4993a50856b3af49ff1489b97a933edaad1854e?s=80&d=mm&r=g
(@deepspacedaz)
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Joined: 3 months ago
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Ive folowed the tutorial i changed weapon i used the pistol changed it with my skeltal mesh pistol. now instead of shooting forward the line trace shoots to the lefe in stead of forward. I do not have any vidio sofware currently. where are you calculating line traces in template. Is it in Shooting fuction i see 2 sphere traces but no line trace where is that please, thank you for replying.



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

@deepspacedaz You can find the line trace function in the BP_WeaponMaster class (as shown in the attached screenshot).

Also, did you set the WeaponFireSocketName for your weapon mesh? By default, it should be set to MuzzleFlash, exactly like the default pistol skeleton in the framework.

This will most likely fix the line trace issue for you. Please test it and let me know the result.



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

Where do i add wepon socket fire name please ?

 



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

@deepspacedaz on your weapon skeleton mesh, just like the image.


This post was modified 2 weeks ago by Hosna

   
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9716101054508e03fc6a697cc4993a50856b3af49ff1489b97a933edaad1854e?s=80&d=mm&r=g
(@deepspacedaz)
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Joined: 3 months ago
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Thank you Hosna Problem Solved, Have a nice Evening.



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

@ben4886 I’m not completely sure I understood correctly. If you edit the animations within the animation itself, the changes should only affect that specific animation, unless you’ve modified the socket or use modify bone node in anim BP. 

 
 


   
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9716101054508e03fc6a697cc4993a50856b3af49ff1489b97a933edaad1854e?s=80&d=mm&r=g
(@deepspacedaz)
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I would like to know if we can customize a charters inventory size, so we can collect items like resident evil when you find hip pouch etc, for instance one character inventotys is bigger than others.



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

@deepspacedaz This feature is not included as a default system in the CSHF yet, but it may be added in a future updates, similar to what we implemented in the MSHF. However, if you want to add it through modifications to the inventory and navigation systems in your own UI, you can do so, but it will require changes across several different parts of the systems.


This post was modified 2 weeks ago 3 times by Farshad

   
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(@commancho)
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Hi, where I can disable AI standing up again after being "killed" for the first time?

I don't remember wheter it was bp_monster or bp_zombie_normal, but i used it as template for my custom enemy, but I don't want to rise from dead 😀



   
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Hosna
(@hosna)
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Joined: 3 months ago
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@commancho The Crimson Head feature is enabled on the BP_ZombieNormal class, but by default, this feature is turned off. You just need to make sure that the EnemyCrimsonID on BP_EnemySpawner is empty, and that prevents this feature to being activated.


This post was modified 2 weeks ago by Hosna

   
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Ben4886
(@ben4886)
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Joined: 2 months ago
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@farshad I'll send a video when i can.



   
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9716101054508e03fc6a697cc4993a50856b3af49ff1489b97a933edaad1854e?s=80&d=mm&r=g
(@deepspacedaz)
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Posts: 26
 

Can you see her off hand is not resting on bottem of wepon ive used standard shotgun changed mesh animations etc i added a preview asset no matter what i do her hand is always offset i dont know why ?



   
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Farshad
(@farshad)
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@deepspacedaz Have you tried editing the character’s shotgun animations, or is the issue related to socket settings? Please let me know what you’ve attempted so far and where it didn’t work.



   
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9716101054508e03fc6a697cc4993a50856b3af49ff1489b97a933edaad1854e?s=80&d=mm&r=g
(@deepspacedaz)
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Posts: 26
 

I added new animation to current shotgun i used you one as a template and just lined up gun whee it should be but its always off

 



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

@deepspacedaz When you add a new animation and mesh, especially when working with MetaHuman, it’s normal to get some offset issues sometimes.

To fix this, you should adjust the sockets properly, and also modify the animation itself inside the animation editor to ensure everything aligns correctly. I’ve created a video for another framework(MSHF) that shows how you can fix these offsets. You can watch from 5:10. It might be useful to take a look, as it could help clarify the workflow and is worth checking out.


This post was modified 2 weeks ago by Farshad

   
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