@raffygames You can find the section related to weapon aiming in the Input Data section (see the attached screenshot).
To add a new item with unique logic, you first need to create a Data Asset for it. After that, there are two main areas where you can handle behavior based on your new item type (especially if you are introducing a new type for Pickup Item in E_PickupType).
In AC_Interact, the custom event HandlePickupItem is where you can implement any specific behavior for your item. Additionally, there is a function called AddItemToInventory in AC_Inventory, where you may also want to apply changes depending on your needs. I assumed you are using the third-person mode of the framework, Because in first-person mode, the item goes through an inspection state before being added to the inventory.
Before making any changes, please make sure to create a backup of your original project. If you have any questions, feel free to ask. We’re here to help 😊
Hi, how are you? Where is the audio system located? I've been looking for it for a while but I can't find it.
Hi, how are you? Where is the audio system located? I've been looking for it for a while but I can't find it.
@raffygames Hi, I’m doing well, thanks 🙂 Could you please clarify which audio you are referring to? If you mean the weapon sounds, open the weapon animation inside the Data Asset, and the sounds are set there.
I meant the footsteps sound
@raffygames You can find the footstep sounds in ABP_PlayerMM, within the FootstepDetection function.
Hi, how's this thing going? How do you delete the save data that's saved in the typewriter? See the image to understand.
Hello, dont know if this question fits support, but, i been experimenting with loading levels (streaming), and i realized that i can use the doors overlap event to load the sub levels (using the persistent level BP), the question, how can i access (can i?) de Trigger side A/B of the door so i can load and unload levels?
I don't understand why it does this to me and a door without a lock should open with physics and your door why does it do this to me I'm in 5.7 maybe that's why?
@raffygames It is tested in 5.7 and didn’t encounter any issues. Have you placed the door correctly on the floor? If the door is slightly intersecting the ground, the physics may not behave properly. For example, on a flat surface at a normal level, the door’s Z offset should be zero(Image attached).
Regarding your other question, if you need to remove save data, you can do so manually in the save files directory. You can create a UI button and use the "Delete Game in Slot" node by passing the save slot index to remove the desired save.
Since the framework is inspired by Resident Evil 3 Remake’s save system, there is no default button for deleting saves...However, this could be considered for a future updates if there is enough demand for it.
@farshad Yes, I downloaded the new version, but I didn't replace it because I couldn't find any information about bug fixes or new features being added.
I'll try updating the version.
Hi
The new update has a new bug, I went up the elevator and combined the herbs then started fighting the zombie and allowed him to hit me to see the new injury animations, then I killed him. Now my health status is danger, I used the mixed herbs but they didn't heal me! I tried this multiple times, the bug persisted!
Nice update by the way 😀
