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[Sticky] Support – Modern Survival Horror Framework

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(@cloudo)
Active Member
Joined: 4 weeks ago
Posts: 10
 

I did more tests, looks like this bug has been there even in the older version. The green herb alone works perfectly, but if I mix the herbs then use them after fighting that zombie they don't heal me.



   
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Hosna
(@hosna)
DEVELOPER Admin
Joined: 3 months ago
Posts: 163
 

@cloudo Thanks for reporting this . I’ve added it to the task list for review



   
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Hosna
(@hosna)
DEVELOPER Admin
Joined: 3 months ago
Posts: 163
 

@cloudo I did a quick check and identified the issue. This has now been fixed and will be included in the latest version.

If you’d like to fix it on your side, it’s a very quick change 😊 . Just add the small node shown in the screenshot.

Thanks again for reporting this!



   
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(@raffygames)
Active Member
Joined: 3 weeks ago
Posts: 14
 

To enable crouch, you need to set the animations in motion matching and set both abp_playerfm_ and abp_playerfp. This will make it crouch in first person, right? Sorry, but I've only been using UE5 for a few months.nice update you made

 



   
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(@raffygames)
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Joined: 3 weeks ago
Posts: 14
 
To enable crouch, you need to set the animations in motion matching and set both abp_playerfm_ and abp_playerfp. This will make it crouch in first person, right? Sorry, but I've only been using UE5 for a few months.nice update you made

 


This post was modified 2 weeks ago by RaffyGames

   
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Farshad
(@farshad)
DEVELOPER Admin
Joined: 3 months ago
Posts: 197
Topic starter  

@raffygames Glad you liked the new update.

Crouch feature isn’t currently included in the framework, but if you have suitable animations, you can add it by integrating them into the Motion Matching system.

We’re also evaluating adding this feature ourselves, and if it’s approved, it will be included in a future update.



   
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212ceb9a9627603fd4afc50f32757b5a6e61dee5b9c8d22c97da72dbe0c05505?s=80&d=mm&r=g
 CaLo
(@calo)
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Joined: 3 months ago
Posts: 46
 

Hi! how can i change the ranges in which an enemy detects (hear/see) the player?



   
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212ceb9a9627603fd4afc50f32757b5a6e61dee5b9c8d22c97da72dbe0c05505?s=80&d=mm&r=g
 CaLo
(@calo)
Trusted Member
Joined: 3 months ago
Posts: 46
 

I just notices that the inspect windows now show the objects wrong (is it fog?), was working correctly before the update (great update BTW!), and when i change the bolt cutter to use 2 slots and to be discardtable, you press discard and it divide into 2 bolt cutters each using one slot.



   
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D8f1a0890a9ba8dd32a8c0f85bb2a5cc4fc07fad68b88c5941b77ea2f4cd1743?s=80&d=mm&r=g
(@raffygames)
Active Member
Joined: 3 weeks ago
Posts: 14
 

How do I insert an article with its own logic? By creating a new data asset, and then what?



   
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Hosna
(@hosna)
DEVELOPER Admin
Joined: 3 months ago
Posts: 163
 

@calo You can adjust the sight and hearing ranges in this section.



   
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Hosna
(@hosna)
DEVELOPER Admin
Joined: 3 months ago
Posts: 163
 

@raffygames How to add a new item using Data Assets is explained in Section 11 of the documentation. Please take a look there, and if you still have any questions, feel free to ask.



   
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Hosna
(@hosna)
DEVELOPER Admin
Joined: 3 months ago
Posts: 163
 

Posted by: @calo

I just notices that the inspect windows now show the objects wrong (is it fog?), was working correctly before the update (great update BTW!), and when i change the bolt cutter to use 2 slots and to be discardtable, you press discard and it divide into 2 bolt cutters each using one slot.

Thanks @calo for finding another edge case 😊 this will be a quick fix.

As shown in the screenshots, go to the Discard Item function and:

-Add a local Index variable at the beginning (as in the first image).
-Then, following the second screenshot, add a Sequence node and include the highlighted section.

After applying this change, two-slot items will also be properly discarded.

about your other issue, Did have this fog issue on default map or on your custom map only?

 



   
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D8f1a0890a9ba8dd32a8c0f85bb2a5cc4fc07fad68b88c5941b77ea2f4cd1743?s=80&d=mm&r=g
(@raffygames)
Active Member
Joined: 3 weeks ago
Posts: 14
 

where can I find the position of the objects I put a new animation to the pipe but I changed the sockets arranged to make the pipe go inside the hand but it does not match I tried in the data asset of the pipe and it does not work where can I find to change the position?



   
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D8f1a0890a9ba8dd32a8c0f85bb2a5cc4fc07fad68b88c5941b77ea2f4cd1743?s=80&d=mm&r=g
(@raffygames)
Active Member
Joined: 3 weeks ago
Posts: 14
 

or solved the animation problem, don't worry, I'm stupid, it was the wrong socket


This post was modified 2 weeks ago by RaffyGames

   
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212ceb9a9627603fd4afc50f32757b5a6e61dee5b9c8d22c97da72dbe0c05505?s=80&d=mm&r=g
 CaLo
(@calo)
Trusted Member
Joined: 3 months ago
Posts: 46
 

Posted by: @hosna

Posted by: @calo

I just notices that the inspect windows now show the objects wrong (is it fog?), was working correctly before the update (great update BTW!), and when i change the bolt cutter to use 2 slots and to be discardtable, you press discard and it divide into 2 bolt cutters each using one slot.

Thanks @calo for finding another edge case 😊 this will be a quick fix.

As shown in the screenshots, go to the Discard Item function and:

-Add a local Index variable at the beginning (as in the first image).
-Then, following the second screenshot, add a Sequence node and include the highlighted section.

After applying this change, two-slot items will also be properly discarded.

about your other issue, Did have this fog issue on default map or on your custom map only?

 

 

 

The inspect window thingy is UDS again, thanks for the help!

 



   
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