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[Sticky] Support – Classic Survival Horror Framework

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(@ben4886)
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@farshad That works wonders, thank you. And thank you for the quick response



   
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Auron
(@auron)
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@Farshad Good evening,
I hope you’re doing well.
I’m experiencing a small issue. I followed the tutorial on your channel about setting up enemies. My zombie spawns correctly (I used the sitting one). When I approach, he wakes up and attacks me, so that part works fine.
However, he doesn’t chase me afterward. He just stays in place instead of pursuing the player.
Do you have any idea what might be causing this issue?
Thank you in advance for your help. ( I’d also like to report what I believe might be a bug. When you approach the painting in the demo, it turns completely black.)


This post was modified 2 weeks ago by Auron

   
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Farshad
(@farshad)
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@auron Hey Auron,

Regarding the zombie that is not moving, is the NavMeshBoundsVolume correctly set up in your level? Please make sure the NavMesh properly covers the area where the zombie is placed.

As for the painting turning black, which Unreal Engine version are you using? This issue is not present by default and has been tested without problems. Sometimes in certain Unreal Engine versions, shaders can behave unexpectedly at runtime. Please try closing the project completely and reopening it, as this often resolves the issue.



   
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Auron
(@auron)
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Thank you! I had completely forgotten about the NavMesh 😅 I’m really sorry for bothering you over something so small.



   
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Auron
(@auron)
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@Farshad

Good evening,
I would like to get some information. I have an animation pack that I might want to use in the engine. Do I need to go through ABP_Base for that?
Basically, I would like to see if it’s possible to replace the default animations with my new ones, but I’m having trouble finding where to do this. Thanks.


This post was modified 2 weeks ago 3 times by Auron

   
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(@mrksmt9)
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Is their a way on the Camera changes to select certain Particales to play and stop, basically i want rain to fall in front of the camera, depending on which camera your on, that way i dont need rain playing across the entire level, just where the camera is?  But would need a wey to switch on and off multiple ones???



   
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Ae3d43383d08ee06985c0b5a21afe0444aedb435d146affab19c3fe1eea899b5?s=80&d=mm&r=g
(@mrksmt9)
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Does the map change colours depending on what is Locked (red) or Unlocked (yellow) ???



   
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Farshad
(@farshad)
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Posted by: @mrksmt9

Is their a way on the Camera changes to select certain Particales to play and stop, basically i want rain to fall in front of the camera, depending on which camera your on, that way i dont need rain playing across the entire level, just where the camera is?  But would need a wey to switch on and off multiple ones???

 

@mrksmt9 Hey Mark, Thank you for your question. Yes, it is possible. You can place the particle system(s) per camera shot and activate them when that camera becomes active, while disabling the previous one.

A class named BP_CameraSwitcher inside the framework handles camera switches. Inside this class, you can create a variable for particle effects and enable or disable them when needed. Alternatively, you can also make a separate actor to handle it. Hope this helps.


This post was modified 2 weeks ago by Farshad

   
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Farshad
(@farshad)
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Posted by: @mrksmt9

Does the map change colours depending on what is Locked (red) or Unlocked (yellow) ???

Not at the moment. Currently, those colors are static. However, that’s definitely an interesting idea and something we could consider for a future updates.

 


This post was modified 2 weeks ago by Farshad

   
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Farshad
(@farshad)
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Posted by: @auron

@Farshad

Good evening,
I would like to get some information. I have an animation pack that I might want to use in the engine. Do I need to go through ABP_Base for that?
Basically, I would like to see if it’s possible to replace the default animations with my new ones, but I’m having trouble finding where to do this. Thanks.

Hey Auron, yes, if you want to change the locomotion animations, you can easily find the Layers folder in the Player section and replace the required blend spaces and animations (see the attached image).

 



   
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Ae3d43383d08ee06985c0b5a21afe0444aedb435d146affab19c3fe1eea899b5?s=80&d=mm&r=g
(@mrksmt9)
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Is their a place we can download the Tutorial Videos that are on Youtube

 



   
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Hosna
(@hosna)
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@mrksmt9 Currently, the tutorial videos are only available on YouTube. If there is enough demand, we may consider providing downloadable versions in the future 🙂



   
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Auron
(@auron)
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Thank you ) 



   
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Ae3d43383d08ee06985c0b5a21afe0444aedb435d146affab19c3fe1eea899b5?s=80&d=mm&r=g
(@mrksmt9)
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I can get the bit where you say at 11:09 to copy the framework, as my setup looks diffent to yours??  Its where you say paste the metahuman skeleton in to our own, but i cant see where or how?



   
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Hosna
(@hosna)
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@mrksmt9 Please follow the steps in this short new video carefully and try to replicate them exactly as shown.

If you run into any issues or something still doesn’t work on your side, please let us know and we’ll be happy to help.



   
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