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[Sticky] Support – Classic Survival Horror Framework

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Hosna
(@hosna)
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@mr_spookies Could you please tell me at which step you encounter this issue? Also, have you tested it with other MetaHumans to see if this problem only happens with this specific one?



   
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Ben4886
(@ben4886)
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@mr_spookies Hi. What worked for me is to test on an empty project first. Just make a blank 3rd person project, and follow this tutorial:

https://www.youtube.com/watch?v=NrNO0fq72js

It'll go through setting the default mannequin as a metahuman. It's good to learn how it works at it's basic level before going in to your game project.

Once you have done this and it works, then go through and try it in your game project



   
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(@mr_spookies)
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@hosna Hi Hosna, I completed the setup tutorial completely. I've tested this with other metahumans, and I noticed that I get the same weird stretched pose even if I use a UE4 character mesh ( I added a screenshot of what it looks like with a basic UE4 mesh. Shoulders way back, and the head and neck stretched forward. I guess it get more noticeable with the metahuman rig?). In response to @ben4886. I've worked with metahumans for a while, and this issue seems localized to the CSHF for me. I should probably mention that I'm building this in 5.7 if that makes a difference.



   
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Hosna
(@hosna)
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@mr_spookies No changes have been made to the base skeletons in the framework, only sockets have been set up on them.It’s possible that the unarmed idle animation doesn’t feel right on your model, especially since the current animations are placeholders. I tested this on UE 5.7 with a random UE4 character from Fab and didn’t notice any issues on a UE4 mesh. Also, the pistol idle and rifle idle animations look much better compared to the unarmed idle that is from mixamo. I even tested the default UE4 idle animation and didn’t see any major problems.

Please check this video and try using different animations for the unarmed state, then see if the result improves.

Also, do you experience this issue when the character is holding a pistol or a rifle? Please test that as well and let me know.


This post was modified 2 months ago 2 times by Hosna

   
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(@mr_spookies)
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@hosna I will run a few more tests today and report back! I really, really appreciate you taking the time to respond and check. It's probably just something I overlooked when setting things up!



   
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Chris
(@chris)
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@mr_spookies hey there that character u are using is from the fab market scanned character or something like that is that right its got some office workers and so on ..if it is maybe it was just the wayi set it up but they are a bit wonky ..i tried to have them around just for posed characters on a still and they stretched and moved all weirdly but hey im new to this so ...



   
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(@mr_spookies)
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Reporting back on what I've discovered. The framework seems to be using the old metahuman skeleton from UE 5.5 and earlier. I guess Epic made changes to that, so now the metahuman skeleton doesn't play nice with the skeleton in the framework. I haven't solved the issue entirely, but I feel like I'm getting close. I will update once again when I'm done, but as of now the process has invovled making a new retargeter, a new AnimBP and a bunch of other little steps that I can't remember right now, but am documenting to help others on UE5.6++.



   
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Hosna
(@hosna)
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@mr_spookies Thanks for this useful information. We will investigate the MetaHuman skeleton changes to see whether something has changed on Epic’s side, and if so, we will consider preparing an update for future versions.

Thanks again for reporting this, and we’d also really appreciate it if you continue sharing any useful findings or tips from your documentation process whenever you have the chance.



   
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(@mr_spookies)
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@hosna Hi! Glad to help out wherever I can! As of now (due to time constraints) I will be switching my engine version to 5.5. The framework metahuman works perfectly at that point. Through my investigation, once Epic added the MHC to the engine, they changed a lot on how metahumans work, so 5.6 and onward the skeleton has got some differences from the old skeleton, which is what was causing the warping of the metahuman outfit asset. As always, I'll keep you posted of anything else I discover!



   
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Hosna
(@hosna)
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@mr_spookies Thanks a lot for the detailed investigation and explanation. That definitely helps clarify the issue on UE5.6+.


This post was modified 2 months ago by Hosna

   
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(@deepspacedaz)
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Sirrt to keep asking but for some reason when i load my game it takes me back to your Demo Level, Ive set my save interact my storage box up correctly etc is there something else i do to load game ?



   
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(@deepspacedaz)
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Do we have to select Our New level Im not fammiler with loading and saving. theres also nothing in the Documentation.

 



   
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Hosna
(@hosna)
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Joined: 5 months ago
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@deepspacedaz Inside the WB_LoadGame widget, at the end of the Close event, the OpenLevel function is used to load the level, and you can simply modify it with your own level name.

If you want to support multiple levels, you will also need to save the level name together with the other save data in AC_SaveGame. Then, in this section, you can retrieve that saved level name and pass it into the OpenLevel function.



   
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(@deepspacedaz)
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Thanks Agin I really apperciate the help, One question im looking in BP, Master platform for door  locked i know it just a Bool but where is it that actally checks if ther door is locked I do not see anything, I need the check so i can appy some logic if door is locked thanks.



   
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Farshad
(@farshad)
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Topic starter  

@deepspacedaz Hey, I hope you’re doing great with your project!

About your question, if you go to AC_Interact, in the Interact Platform graph, you can find where the Locked variable is used for the door system. I added an image, hope that helps you.



   
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