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[Sticky] Support – Classic Survival Horror Framework

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Farshad
(@farshad)
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@ben4886 Awesome, Ben! Glad you figured it out. 

And thanks for sharing the solution with the community, I'm sure it'll help others who run into the same issue.



   
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(@deepspacedaz)
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@farshad Ive mannaged to fix the item chest with the code change you provided however, Now it does not show the image i what riim we are in like it used too when we save, so we can see it in load, Also where is the feture that shows items in inventoty where they spin, I assume it a render target ? Some items look to big or small in viewport.



   
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Farshad
(@farshad)
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@deepspacedaz I tested it after saving, and I can see that the character image is being captured next to the save device. And it also appears correctly on load. how you have a problem with this? Could you provide more details? Also, don’t forget that each save actor needs to have a name assigned to "SaveRoomName" variable.

About your question, The BP_InspectStudio actor is responsible for rotating and displaying the items in the inventory.


This post was modified 2 months ago 2 times by Farshad

   
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Ben4886
(@ben4886)
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Hi, have a strange issue for you. My Shotgun linetrace is firing at 90° to the left. I can't find where to rotate it. The muzzle flash fires forwards as normal, but the actual lineline trace and damage are off  

 
does the Linetrace inherit from the Muzzleflash socket? Because if so, I remember the muzzle flash particle effect was off 90° so I had to rotate it. I’m away from my computer now so can’t check

This post was modified 1 month ago by Ben4886

   
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Hosna
(@hosna)
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@ben4886 Is the socket on your weapon for the muzzle flash exactly named MuzzleFlash?

Also, in DT_WeaponsData, the WeaponFireSocketName field needs to have the exact correct socket name... Please check this section, it should fix your issue


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Ben4886
(@ben4886)
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@hosna Hi Hosna, thanks for the reply. Yes, everything is named correctly in all the datatables, skeletal meshes etc. I have just fixed it. In the Shotgun Skeletal mesh, the socket had to be rotated 90 degrees for some reason



   
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Ben4886
(@ben4886)
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Hi, in the BP_ZombieNormal, there is a Play Hit Montage at 50% health where the zombie staggers back. Where can i plug this in to have a hit reaction on every bullet impact? Everywhere i am trying to connect it has the zombie either stagger back and then slide towards me as the montage ends, or it feels out of sync and like the zombie is hit, then a moment later it begins the death animation where it falls down. Is there somewhere near the start of the Take Damage Logic where it can be connected so the zombie staggers back on every hit?



   
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Hosna
(@hosna)
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@ben4886 Hi Ben,

I can see a Do Once node and a Branch there... I removed them, and now the zombie plays the hit reaction on every bullet impact.

You will probably want to use multiple hit reaction animations for better variety, though.

Also, if you notice the zombie moving or sliding forward during the hit reaction, try enabling Root Motion on the reaction animations. If that doesn't fully solve it, you can temporarily prevent the zombie from moving while the hit reaction montage is playing.

I've attached a screenshot/video showing the changes on my end, hope that helps 😊 



   
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Ben4886
(@ben4886)
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@hosna That has helped, thank you. Will need a little bit of tweaking but it is looking good



   
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Ben4886
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Hi Hosna and Farshad, when i sever a zombie, it throws up a few error messages whenever the zombie has tried attacking us in the severed state (or we have overlapped the Box component). Any idea how to rectify this?


This post was modified 1 month ago by Ben4886

   
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Farshad
(@farshad)
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@ben4886 Hey Ben,

I did a test on this part and I don’t see any errors or issues on my side.

Could you please let me know which framework and UE version you’re using, and under what conditions the issue happens?
Did you maybe customize or change anything in your setup in this area?

Also, could you try testing it on a fresh version to see if it still happens?

And if the issue still persists, could you send a video so we can check it more properly? Thanks



   
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Ben4886
(@ben4886)
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@farshad So it was something silly i did. I have set it up so the zombie's right arm is shot off at 50% health, but had set the Box to Destroy component. It was trying to register an overlap event even though the arm was missing. I set the box to no collision and it works fine now. This has brought up another issue though. I have made a crawl attack using the left arm (as the right arm will be missing), but somewhere in the BP_ZombieNormal it has the Zombie_Crawl_Attack somwhere in it, and i cant find where it is to replace it. I have done it in the Zombiemaster and the Crawling Zombie



   
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Farshad
(@farshad)
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@ben4886 In the BP_ZombieMaster class, inside the Attack custom event, there is a check to see if the zombie is not severed. If it is not severed, the assigned AttackMontage animation is played. This animation is different for each zombie depending on its specific type. We also have another attack that is triggered when the player collides with Sphere_0 on BP_ZombieLyingDown zombie. 

 

This post was modified 4 weeks ago by Farshad

   
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Ben4886
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@farshad Hmm, i have changed both of these but it is still playing the wrong animation. I have switched it so the left arm shoots off, so it can attack with the right for the time being



   
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Farshad
(@farshad)
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@ben4886 I don't think we have another anim montage playing anywhere else. Could you tell me exactly where it's being played? Does it happen on the initial hit before the enemy becomes alerted, or while it's already alerted?



   
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