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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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Thank you you guys are so helpful, Ill send the demo your way soon, 

 



   
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Ben4886
(@ben4886)
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Hi. I am wanting to modify some animations, mainly the walking/running while holding a weapon. as the character BP and anim BPS are set up differently to how i normally do it, i am having some difficulty. 



   
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Farshad
(@farshad)
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@ben4886 Hey Ben, The Animation Blueprint uses a layered system. You simply need to open the layer related to your weapon, then click on Class Defaults. On the right side, you can replace or modify any Blend Space or animation you want.


This post was modified 2 weeks ago by Farshad

   
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Ben4886
(@ben4886)
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@farshad Thanks. And from there i can edit the weapon equipped walking and running animations?



   
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Farshad
(@farshad)
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@ben4886 Yes, each layer is for a specific weapon. When you open the blend spaces, you can also see the walking, running, and other animations there. These animations are generally used when the player has a weapon equipped; otherwise, this layer will not be active.

You can modify them or even completely replace them.



   
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Ben4886
(@ben4886)
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@farshad Thanks. Yeah, i will duplicate the anims first before swapping them out and editing them



   
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Ben4886
(@ben4886)
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@farshad Hi. Animations are all working fine, but there is an issue with firing the weapons. For some reason the pistol is firing 90 degrees to the left. I have rotated the Muzzle socket, and set it in the new Pistol BP that it fires from that socket. I have missed something but i cant think what



   
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Farshad
(@farshad)
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@ben4886 Did you change anything in the line trace setup in weapon master class? By default, it should start from the muzzle flash socket and trace forward.



   
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Ben4886
(@ben4886)
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@farshad I got it just before you replied. The problem was in the WeaponsData Table. It was trying to shoot from the Muzzle Flash socket, but mine was called Muzzle. Though i had to rotate the socket 90 degrees right, and the muzzle flash particle rotate 90 degrees left. One further question though, in the weapon BPs, like BP_Pistol, in the Details panel - Weapon Info, there is a field called WeaponFireSocketName which has "none" in it as default. Does this also need to be updated to MuzzleFlash, or can that stay as none? As in the BP_WeaponMaster it is set there as None as well in Weapon Info



   
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Farshad
(@farshad)
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@ben4886 Glad you figured it out. No, there’s no need to set the socket field inside the classes, as the Data Table already drives them.



   
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Ben4886
(@ben4886)
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@farshad one more quick weapon related question. When shooting the crawling zombies, the blood splatter is too high above them. The line trace is firing at the capsule component, inherited from the Zombie Master BP. Where is this line trace detection? The zombie master, weapons master, player bp? I want to make a bool that when checked, lowers the blood splatter location



   
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Farshad
(@farshad)
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@ben4886 Inside the BP_Monster class, in the AnyDamage event, you can find the Spawn Emitter at Location node. You can modify it there. The line trace function is also located inside the BP_WeaponMaster class, and it traces on Pawn objects.


This post was modified 1 week ago 2 times by Farshad

   
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9716101054508e03fc6a697cc4993a50856b3af49ff1489b97a933edaad1854e?s=80&d=mm&r=g
(@deepspacedaz)
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Hi again a have a fApart from that thanks for eveything you two are doing for the community as an old Skool 90se resi fan, I remeber back then when i first witnessed the dog scare resi 1, in the 90s questions please. Im trying to figuire out on the Data tables where we cjange Name from Green Herb to Medical Kit etc I do not see anyhting unless we do it in combine logic ? Also Ive adjusted my animations as i have meta human but thet still look odd like guns twisted the wrong way in hand, hands not reaching guns underside. i know you sent me something but i cannot find it here.



   
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Hosna
(@hosna)
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@deepspacedaz hey, thank you so much for your kind words. We are also old school 90s RE fans, and we’re really happy to have you here as well 😊 

To change the name of the health items, first rename them inside ItemInfo. After that, you also need to edit the DT_ItemCombination data table, which is used for creating combination items. I have attached screenshots for reference.

About the metahuman, Here in this post, you can find some explanations and details about the MetaHuman setup. I hope it will be helpful for you as well.



   
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9716101054508e03fc6a697cc4993a50856b3af49ff1489b97a933edaad1854e?s=80&d=mm&r=g
(@deepspacedaz)
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Thank you again you guys necet dissapoint



   
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