Hey it’s me again, just a quick one, is it possible and also how to do this, create a child bp of the camera, attach to a spline and have cameras follow the player along a path, like from dino crisis . Not just fixed camera and follow player but have the camera move like when walking through a corridor or having an enemy chase you. This would be awesome .
would you also like to have a cheeky look at my passion project using the classic survival framework?
here is why I have so far.its all for learning purposes as I’m a total beginner at this .
its so fun just adding the cameras into the map
Hey, it’s great to see you again 🙂
I just watched your project, and honestly, this is a really strong start.
Things I genuinely liked:
- The atmosphere really stood out to me. It actually gave me vibes of Alone in the Dark The New Nightmare, I have a lot of nostalgia for that game :))
- The footstep sounds are excellent. Seriously, they’re working perfectly with your environment and atmosphere.
- The overall environmental sound still has room for improvement, but even at this stage, it’s already doing a good job.
- Your camera cuts and transitions are handled really well; that’s not easy to get right, and you did it properly.
Things that need improvement:
- Some environmental objects (like small rocks and props) shouldn’t have hard collision. right now the player can step on them that feels weird, you’ll want to clean that up.
- I see frame drops
- You could definitely improve the feel by replacing default animations (walk/run) with more unique ones.
Overall, though, for a first project, this is genuinely strong. Keep going, you're on the right track
About your question:
I quickly put together a prototype of what you’re describing, check it here.
This is just one of several ways(it is not with a spline path) to implement it, and what I made is a quick test. You’ll need to tweak it further to properly handle walking, running and different gameplay situations.
Is it possible you can some of the things from Modern Framework uin to Classic, like Bolt Cutting, Unlocking Lockers (guess same as safe), Lifts or Platforms, Moving a Box to stand on or fill a gap, moving a blocked cabinet (moving locker like in RE2RM), Spider and Snake Enemy
This is just one of several ways(it is not with a spline path) to implement it, and what I made is a quick test. You’ll need to tweak it further to properly handle walking, running and different gameplay situations.
This is great. I had to connect the New Z location at the end for it to work properly on mine though
Is their anyay to revamp the way we interact with stairs is one of the worst parts of the framework, i can never get it to work easily even following the video
@mrksmt9 Hey Mark, could you explain a bit more about where and how you ran into the issue? I’ll do my best to help! About bringing some things from Modern to Classic, the frameworks are a bit different in structure and roadmap, but we’ll definitely think about it and see what can fit into Classic. Thanks for the suggestion
When I was doing the video up to entering Puzzle Master, I got this error after compiling that section
@farshad Ive kind of made both work, but feels really fiddly, most of your interctions have to be absolutlet dead on straight to pick or interact anything, rather than being a sphere that can be interacted on from any angle you what to pick that item or interact with the item, door, etc etc
When I was doing the video up to entering Puzzle Master, I got this error after compiling that section
Untitled.jpg
Please provide more details about the issue in the relevant topic, and we’ll be happy to assist you. For example, which video did you follow? Did you add the pack to Classic framework or to a normal Unreal Engine project?
@farshad Ive kind of made both work, but feels really fiddly, most of your interctions have to be absolutlet dead on straight to pick or interact anything, rather than being a sphere that can be interacted on from any angle you what to pick that item or interact with the item, door, etc etc
If the issue is related to interacting with objects and items in the framework, there is an important point to consider. The goal is to prevent interaction when the character is facing away from an item or not directly focusing on it.
For this reason, we use a collision box called "FacingDetectionCollider", which determines whether the player is actually facing the item or platform. If they are, interaction is allowed; otherwise, it is blocked.
If you prefer a simpler interaction system where the player can interact in any situation, you can easily remove this part.
I no longer have any errors but I cant interact with the puzzle? Simply doesnt work, its all in and set up???
All sorted thank you all of you.
If you get the Power Puzzle wrong or pull out the player wonders off all over the place and only resets if your able to go through the jump back to the lobby area. This also happened when i got the Picture wrong too (this is all within your Demo) I have seen this before in the demo.
