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[Sticky] Support – Classic Survival Horror Framework

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1219822250481825a774665a17e0b0afe5e74f5dcf28c55c82f8ec29b8b17ac5?s=80&d=mm&r=g
(@gvocelot)
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Is there a way to make changes (Picked up items, doors unlocked etc. etc) persist during runtime when switching levels, I can set my own system but if one is already available I'd like to use it instead. Also I'm using the previous version of the template.



   
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Farshad
(@farshad)
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Joined: 2 months ago
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@gvocelot In the previous versions of the framework, there was a tutorial covering persistent data between levels; however, the framework has changed since then, so that tutorial is no longer up to date.

Currently, the new version doesn’t have a built-in system that automatically persists changes between levels. You can definitely implement your own system. For example, you would need to save and load inventory data, storage box data, and other relevant data whenever switching levels. Making a new function for it could be great! We’re also keeping this topic in mind for future tutorials; if possible, we’ll cover it again when creating new content.


This post was modified 2 weeks ago by Farshad

   
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(@mrksmt9)
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Yeah something is definately missinf in the video as at 11, you dont explain what to do you just say good to go and nothing works as you say it does. amd you open stuff you dont reference.  Something is absolutely not right.  Are you able to use Chrome share and take a look at the project. or something.



   
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Farshad
(@farshad)
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@mrksmt9  Did you see this post where a new special video was made for you? Please follow it, and if something still isn’t working as expected, let me know the exact step or issue, and I can guide you further.


This post was modified 1 week ago 4 times by Farshad

   
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(@mrksmt9)
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@farshad Thank you, I knew you missed a part in the main video and was right clicking and assigning the skeleton.  All good now thank you



   
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(@mrksmt9)
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Do you have a simialr style video for realigning weapons, as that link video was really good?

 

 



   
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Farshad
(@farshad)
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Posted by: @mrksmt9

@farshad Thank you, I knew you missed a part in the main video and was right clicking and assigning the skeleton.  All good now thank you

Great! Happy you could get it working.

Posted by: @mrksmt9

Do you have a simialr style video for realigning weapons, as that link video was really good?

I actually added an explanation about realigning weapons in the comments under that tutorial video, but I have shared it here in this post as well. Hope it’s helpful for you!

 



   
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(@mrksmt9)
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@farshad Again not sure how your doing this, can you do a short video, as im sure it ill help others too

 



   
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(@mrksmt9)
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Its proberbl;y been mentioned, but where can I find out how to add in levels to this, i never used the partician before and im complexed how i start adding in my own maps with landscapes etc already built in to them

 



   
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(@mrksmt9)
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How do i create the  change level target to AC as i cant seem to do it?  Your video on left my blueprint on right



   
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Farshad
(@farshad)
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Joined: 2 months ago
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@mrksmt9 If you follow the video, at 5:07, I show the contents of the ChangeLevel custom event and how the level change is set up. After creating it, you can then assign that event there.



   
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Farshad
(@farshad)
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@gvocelot I forgot that we already covered changing levels in another video in the tutorial series. You can watch it here. Hope this helps!


This post was modified 1 week ago by Farshad

   
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(@mrksmt9)
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How do i make the flashlight meet my metahuman hand, i also have this, do i remove it or put it somewhere as when i select the hand it attachs to that.



   
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Farshad
(@farshad)
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Joined: 2 months ago
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@mrksmt9 currently, the flashlight is by default attached to the chest, and the system works differently. Since you want the flashlight to attach to your Metahuman’s hand (which is a child of the main character class), I recommend creating a new flashlight mesh and adding it to your Metahuman class. Then attach it to "SM_MetahumanCharacter"( with a proper socket for a hand) and attach a new spotlight to the flashlight mesh, just like the current version.

After that, you can disable the existing flashlight and spotlight, and move the blueprint logic for turning the flashlight on/off to your new flashlight. Finally, you will also need a hand holding animation for the flashlight and really needs to be implemented correctly, because once the flashlight is attached to the hand, it will affect other actions like aiming, shooting, and so on.

 

P.S.: You cannot remove the main mesh, as it belongs to the parent class, and it should be there.


This post was modified 7 days ago 3 times by Farshad

   
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(@mrksmt9)
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Sorry, where do I find the Text used for the Typeriter, that actual words that come up like Need Ink Ribbon, etc



   
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