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Bug Reports – Modern Survival Horror Framework

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(@rozhkovskyproduction)
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Joined: 5 months ago
Posts: 41
 

I noticed a problem: if we control the widget using the arrow keys on the keyboard, the gamepad widget mode is activated (even though we’re not controlling the gamepad).



   
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Hosna
(@hosna)
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Joined: 8 months ago
Posts: 461
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@rozhkovskyproduction Hey, could you tell me which widget this happens in and under what conditions? I’d really appreciate it if you could send a video showing the issue.



   
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(@rozhkovskyproduction)
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Joined: 5 months ago
Posts: 41
 

@hosna I noticed this in the save menu (typewriter). When selecting a slot, if you switch between slots using the arrow keys on the keyboard, all navigation is replaced by the gamepad keys.



   
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Hosna
(@hosna)
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Joined: 8 months ago
Posts: 461
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@rozhkovskyproduction Thanks for pointing this out.

Yes, I tested it, and you’re right. It has a very simple fix that we’ll include in the next update... However, you can also fix it yourself right now by adding the node highlighted in the screenshot to both the Save and Load widgets 😊 



   
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(@ryanhayle)
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Joined: 3 months ago
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@hosna There is a basic bug where you place 2 plants next to each other (or anything else) and you are unable to pick them up individually.



   
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Hosna
(@hosna)
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Joined: 8 months ago
Posts: 461
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@ryanhayle Thank you for your report, In order to place two items very close to each other and ensure they work properly without any issues, you need to click on their InteractionSphere and reduce its size so that it does not collide with the adjacent item. After that, the items can be picked up without any problems.

Please see the video below for reference. We’re already aware of this and have it on our list to improve, with the goal of making this process simpler so that this adjustment won’t be necessary in the future.


This post was modified 3 weeks ago 2 times by Hosna

   
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(@ryanhayle)
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@hosna Putting them on the edge of a table/prop is not a fix, your video shows that you can not access it from the other size now. Also if there was a wall in front, you would still be able to pick it up through the wall. Direct camera hit detection needs adding.



   
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Hosna
(@hosna)
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Joined: 8 months ago
Posts: 461
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@ryanhayle Yes, we understand the issue you’re pointing out. The interaction system already uses camera targeting and a camera trace, and we’re currently improving this detection to make interactions more precise and reliable... especially when items are close together or obstructed.

In the video, I moved the item slightly forward just to demonstrate the current setup. Instead of moving the item to the edge, can simply move the Interaction Sphere slightly forward. This is just a temporary solution until we release the interaction improvements.

We already have this improvement planned for v0.5.1, the first update after v0.5.0, so this behavior is something we’re actively addressing. Once the fix is released, we’ll tag you here to let you know.



   
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(@kosur)
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Joined: 7 months ago
Posts: 16
 

Is the Cutter not working bug fixed yet? 
I re-downloaded the project to the latest version and after playing the demo level, the problem still exists in the vendor room and the other room with Chain locks. The cutter simply refuses to cut the chains.

Will post more after I get back to my PC. 


This post was modified 1 week ago by KoSur

   
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Hosna
(@hosna)
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Joined: 8 months ago
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@kosur This wasn’t actually a bug with the Cutter system itself ... In AC_Merchant, the ToolType for the third entry in MerchantItems, which is the Bolt Cutter, was mistakenly not set to BoltCutter. Setting it to BoltCutter fixes the issue 😊 

This has already been corrected in v0.5.0. The update has been submitted to Epic and should be available soon.


This post was modified 1 week ago 2 times by Hosna

   
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(@fabio)
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Joined: 3 months ago
Posts: 28
 

Hello @hosna, I’ve been doing some testing in the first-person mode, and I’ve noticed a few bugs that caught my attention. My intention is simply to point them out so they can hopefully be addressed and fixed.

This is not meant as criticism in any way. I really appreciate your work, and I think what you’ve done with the framework has been incredible. I’m only sharing these findings because I believe they can help improve the framework even further.

The first bug is that when I look downward, the character’s body also tilts downward.

The second issue occurs when sprinting. If you run by holding Shift + W, then release W while continuing to hold Shift, the character stops moving but continues playing the running animation with the upper body still performing the running motion while the lower body remains stationary.

I’ll wait for these issues to be fixed before adding my maps to the framework and starting to work on them together. The weapon updates are one of the most important aspects for me, so I’ll also be looking forward to the upcoming first-person mode updates.

Keep up the great work!


This post was modified 4 days ago by Fabio

   
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Hosna
(@hosna)
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Joined: 8 months ago
Posts: 461
Topic starter  

@fabio Thanks a lot for the feedback! No worries at all, we always love hearing feedback from you and the community, especially when it helps us find issues and improve the framework 😊 

As a quick workaround for the character bending too much when looking down, open ABP_PlayerFP and disable the Transform Modify Bone node that modifies spine_01. I've attached an image showing exactly which node to disable.

This should significantly reduce the amount of body bending when looking down. Please give it a try and let me know how it feels on your side.

I also checked the sprinting animation issue you mentioned. I've identified the problem, and a fix for it will be included in an upcoming update.

Thanks again for reporting these!



   
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