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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: 4 months ago
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@farshad Thanks again but it didnt work no storage box spawns. i have one in my level i mean save interact that works fine its whn i add another



   
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Farshad
(@farshad)
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@ben4886 Hey Ben, Thank you for taking the time to explain the issue.

To fix the spawning problem, one node needs to be changed so the spawn location is calculated more accurately. Please replace the highlighted section in the SpawnEnemy custom event inside BP_EnemySpawner with the node setup shown in the image. I've tested this change on my end and it works very well. We'll include this improvment in the next update as well.

Regarding your second question, have you tried using the character's mesh location as the spawn blood effect?



   
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Ben4886
(@ben4886)
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@deepspacedaz Which problem, with the spawning or the blood?



   
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Ben4886
(@ben4886)
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@farshad Hi, That has worked with the Spawn Transform, thank you. 

For the blood decal, yes, i have tried using the mesh, and every other component. It seems to spawn it at the location of death. So zombie gets killed at point A, it falls to the floor to point B, but blood shows at point A



   
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E27161bc3c9b8eb76b580125ea7afeaca77828ca310d0f1d3773778e6b7a45ff?s=80&d=mm&r=g
(@jsanzs)
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Hi everyone,

I'm trying to replace the default MetaHuman character from the framework with my own custom character (in this case, a female character with a Bob-style haircut).

I followed the official video tutorial step-by-step to the letter:

  1. I assigned the framework's skeleton to my new model.

  2. I cleared the properties of the old Groom components before swapping the face to avoid any conflicts.

  3. I replaced the Face Mesh.

  4. I re-assigned my hair asset (Hair_M_BobStraight) along with its corresponding Binding Asset.

The hair is completely invisible both in the Blueprint Viewport (BP_PlayerCharacter_MetaHuman) and when hitting Play in-game (the character appears bald).

Technical Details:

  • The 3 material slots corresponding to hair cards, strands, and helmet (Strands, Cards, Helmet) load and auto-generate correctly in the Hair component.

  • The number of curves and guides is correctly detected in the details panel.

  • If I open my standalone custom MetaHuman asset in the project, the hair displays perfectly, so it's not a global Project Settings issue or a hardware limitation. The visibility block only happens inside the framework's player Blueprint.

Is there a specific setting or script within the framework that disables Grooms or breaks hair visibility by default? Or is there any known limitation/incompatibility when swapping the character to one with a female hair setup?

I am attaching screenshots of my Hair component and LODSync configuration in the broken character, as well as how it looks in the working standalone asset.

Any help or pointers would be greatly appreciated! Thanks!


This post was modified 3 days ago by Jsanzs

   
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Farshad
(@farshad)
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@deepspacedaz Hey, thanks for letting me know. I am here to fully assist you 😀 

I made a video for you. Yes, there was one thing I forgot to mention, which was adding the Save Actor to the Camera Switcher. I'll show you the overall process in the video.

In the video, I add a new Save Actor and a Storage Box to the one specific room. Also, I made a small change in BP_SaveInteract, similar to what I did for the Ben, which makes the Storage Box placement much more accurate. Please make that change as well.

Watch the video from here, and if you still run into any issues, let me know.


This post was modified 3 days ago 3 times by Farshad

   
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Ben4886
(@ben4886)
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@jsanzs Hi. I had this issue, my fix was clicking on the hair, then in the details panel searching for Bounds. Change it from the default value to something like 25



   
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E27161bc3c9b8eb76b580125ea7afeaca77828ca310d0f1d3773778e6b7a45ff?s=80&d=mm&r=g
(@jsanzs)
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Joined: 6 days ago
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@ben4886 Thanks for your reply, and it makes sense, but it seems my character wants to be bald.

 


   
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Ben4886
(@ben4886)
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@jsanzs Embrace the baldness 🙂



   
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Hosna
(@hosna)
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Posts: 233
 

@jsanzs  This question should have been asked in the Modern Survival Horror Framework thread, this topic is for Classic framework. 😊 

A few questions:

1 - Is the default framework metahuman character’s hair visible on your model, and is this issue only related to the new hair asset?

2 - Are the LODSync component settings inside the BP_PlayerCharacter_MetaHuman class exactly identical to your MetaHuman class LODSync settings? Because for some MetaHumans, this is an important requirement and must be consistent.

You can test to add the LODSync from your LODSync actor class into BP_PlayerCharacter_MetaHuman. However, before doing that, first remove the existing version from BP_PlayerCharacter_MetaHuman.

Make sure to back up your project before making any changes. test it and let me know the result in Modern thread here.


This post was modified 3 days ago 4 times by Hosna

   
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(@deepspacedaz)
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@farshad Thank you again it Worked Great. I was wondering can you explain add too add new item slots so we can increase inventory space like residnt evil. Can you also show us how to start with less inventory say id women can carry less than man etc to begin with. Keep up the hard works thanks again forever grateful mate, give thanks to Hosna aswell.



   
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Farshad
(@farshad)
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@ben4886 I’m glad the first case is resolved.

For the second one, try adding a delay and using GetSocketLocation with the pelvis, then check the result. Ideally, you should fetch the mesh world location at the final pose update



   
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Farshad
(@farshad)
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Joined: 4 months ago
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@deepspacedaz Thank you for the kind words,
This feature is not included by default in the current setup, and while it is definitely possible to implement, it would require adjustments in multiple parts of the system (such as the inventory logic and UI widget handling).

In AC_Inventory, inside BeginPlay, the number of inventory slots is currently defined as a fixed value (8). If you reduce this number, the default inventory slots will also decrease accordingly.

However, in the current setup, the slot count is not fully centralized across all UI elements. As a result, if you change this value, you need to adjust a few related UI components such as the Inventory Widget and top slot display to ensure everything stays aligned.

I really like your idea, and I’ve added it to the review list for future updates. The goal would be to make this system more flexible so it can be adjusted with just a few clicks, without needing to modify multiple specific sections.


This post was modified 2 days ago by Farshad

   
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Ben4886
(@ben4886)
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@farshad I've tried that but it still isnt working



   
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Ben4886
(@ben4886)
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@farshad I got it working. It has to be done in the Zombie Normal BP, not in the Zombie Master that I was trying initially. 

if anyone else wants to implement a blood pooling effect, this picture shows my node set up. The function is then connected to the After Death function in the Event Graph 



   
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