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[Sticky] Support – Modern Survival Horror Framework

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

With the new added animations while injured, the weapons get out of the correct position.



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

@calo You’re having this issue with the MetaHuman character, right? You can use "Transform Modify Bone" and "blend poses by bool" nodes for this in the Anim BP and make sure it activates when the character is injured, then adjust its settings accordingly.



   
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212ceb9a9627603fd4afc50f32757b5a6e61dee5b9c8d22c97da72dbe0c05505?s=80&d=mm&r=g
 CaLo
(@calo)
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Thank you @farshad can you give a hint of how to please, i have cero knowledge of ABPs, i would really appreciate a couple of screens.



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

Can we get a little change on how the notes menu works, when you pick several notes you have to get trough all notes that you collected to get to the last one, this can become tiresome a couple of hour in. Sorting the notes form new to old would be great, or maybe if you press up on the first note you go to the last?



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

@calo I just took a closer look at your issue and realized that using the Modify Bone node might not fully fix the offset issue, since the sockets are attached to the bone, and any offset applied to the bone will also affect them.

Do you only experience this issue when the character is injured? In normal conditions, is the Pipe weapon positioned exactly on the wrist with no offset? What about other weapons?

Regarding your suggestion, yes, it’s a really good. We’ll definitely look into it.


This post was modified 2 weeks ago by Farshad

   
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212ceb9a9627603fd4afc50f32757b5a6e61dee5b9c8d22c97da72dbe0c05505?s=80&d=mm&r=g
 CaLo
(@calo)
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@farshad yeah is only after the charácter gets injured,



   
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 MW
(@mw)
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Joined: 2 weeks ago
Posts: 4
 

@hosna Thank you very much 🙂



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

@calo I haven’t personally tested it on MetaHumans yet. Once I do, I’ll see how it can be improved.



   
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7b2d544beba09113260c8f5885ebb533d8ef8a8c01e02b1b583c2f22641ee2fa?s=80&d=mm&r=g
(@commancho)
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Joined: 4 weeks ago
Posts: 12
 

Hey guys, I've purcharsed your template today and I was testing it and I've found a following issue. When I drag&drop assault rifle & shotgun blueprints on the demo level, everything works OK, but when I created a new level, I'm able to pick up weapon, to equip weapon, but then aiming animation doesn't work and weapon doesn't fire. Same game mode, same character, same level, ID item was generated, weapon montage assigned, game mode availability is set to normal. Theoretically it should work, but... it doesn't :s (pistol and melee weapon you provided do work, but only in third person mode though).


This post was modified 1 week ago by Commancho

   
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7b2d544beba09113260c8f5885ebb533d8ef8a8c01e02b1b583c2f22641ee2fa?s=80&d=mm&r=g
(@commancho)
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Joined: 4 weeks ago
Posts: 12
 

I found also a second issue, but I cannot edit my post already. The second issue is when you pick up weapon in the first person camera and my level uses post-processing, then screen goes full white after closing inspection. My guess is that if you fade/blur/postprocess when opening the inspect, you'll need to reset it when closing it, but widget doesn't do it. I could be wrong, as I haven't had time to look closer at the issue yet.



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

@commancho Thanks for bringing your issue to us.

In the new level we tested, are you placing the weapon class directly into the level? And are you doing something specific right before picking it up that causes this issue? Also, which version of Unreal Engine are you using? Will be great if share a video of both problems, so I can understand it better. Thank you



   
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Ede9c9e085744d5f1aad99aec885abeb4f29bb5103dcf3c276c4a3b2e310e5a1?s=80&d=mm&r=g
(@rozhkovskyproduction)
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Joined: 2 weeks ago
Posts: 18
 

I just bought your package after watching the stream. Now I'll try to help you guys as much as I can)

The first thing I noticed was that when I opened the demo map, my FPS was very low (19). I have a Ge Forсe RTX 5060 TI (16 gb) graphics card.
After looking at what was loading the system, I found that the Lens Flare effect in post process was too high.
After returning it to its default settings, my FPS immediately increased.



   
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7b2d544beba09113260c8f5885ebb533d8ef8a8c01e02b1b583c2f22641ee2fa?s=80&d=mm&r=g
(@commancho)
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Joined: 4 weeks ago
Posts: 12
 

Posted by: @farshad

@commancho Thanks for bringing your issue to us.

In the new level we tested, are you placing the weapon class directly into the level? And are you doing something specific right before picking it up that causes this issue? Also, which version of Unreal Engine are you using? Will be great if share a video of both problems, so I can understand it better. Thank you

Yes, directly. I just drag & drop BP_Shotgun & other weapon blueprints into the level. I'm using UE5.7.4.

https://youtu.be/UB4EXsB9iyc

 



   
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Ede9c9e085744d5f1aad99aec885abeb4f29bb5103dcf3c276c4a3b2e310e5a1?s=80&d=mm&r=g
(@rozhkovskyproduction)
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Joined: 2 weeks ago
Posts: 18
 

Problem detected:
When we click on a closed door (with a chain, for example) the camera changes to the door (our hero disappears). if there is a weapon in the inventory and at this moment to click "equip" - the weapon begins to render this interactive camera of the door



   
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7b2d544beba09113260c8f5885ebb533d8ef8a8c01e02b1b583c2f22641ee2fa?s=80&d=mm&r=g
(@commancho)
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Joined: 4 weeks ago
Posts: 12
 

So regarding weapons not working properly, I've found the issue is the landscape. After deleting landscape and creating new one everything works OK. I have no idea why this particular landscape doesn't work. I've removed all unnecessary things and even sculpted the terrain to be perfect flat. Its not a big problem since its just a prototyping map, but whats more interesting, I didn't had any issues with your RetroSH template on this particular map. I will investigate it further out of pure curiosity.



   
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