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[Sticky] Support – Modern Survival Horror Framework

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

It seems that Z-scale of the landscape was set too high. I decreased it from 300 to 100 and it started to work. Must have had impacted the collisions.

Aside of that its a really lovely template. I own both of your templates and I really have fun with them. If I could wish to have one thing in both of them it would a single BP for non-zombie AI class 🙂



   
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Farshad
(@farshad)
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Joined: 3 months ago
Posts: 197
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@commancho Glad your issue is resolved 😀 Based on your video, I also realized the problem could be related to your collision map or landscape, which prevents the weapon from working nearby. In the framework, players can’t aim when too close to walls or objects, inspired by similar systems in RE and SH. 

Thanks for the suggestion! You can also post it in the suggestions topic. We read and review all the suggestions and feedback.



   
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Hosna
(@hosna)
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Joined: 3 months ago
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Posted by: @rozhkovskyproduction

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

I think you’re referring to the weapon shadows appearing on the door, is that correct? is so, it’s been identified and we’ve noted it for improvement 😊 Thank you for reporting this.

Posted by: @rozhkovskyproduction

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.

Oh, that’s interesting, I’ll definitely test it. Thanks a ton! Really appreciate it 😊 

 


This post was modified 1 week ago 2 times by Hosna

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

Hey guys, where I can set the distance between AI and player before playing AI's attack montages? AI_Move To Acceptance Radious can't be edited in BTT_FollowAndAttakPlayer_Demon because its inherited from BTTask_Blueprintbase, which again is C++ class. Is there any workaround?



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

Nevermind, I've found it in AI_Behaviour component. No idea how I've missed that. I wish we could edit posts at all times.

Right now I'm trying to fix AI's models warping when player is moving during a chase. It happens with your default zombie too and its quite frustrating.



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

@commancho Glad you found it! The AI system is currently under more development. We’re actively working on improving it, And thanks for your feedback about post editing. I've now increased the edit time to 24 hours, hope this improves your experience and helps other users as well.


This post was modified 1 week ago 4 times by Hosna

   
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99130ef4fcf7601cebb264f2efe23774a497570e3b7dee6b1711d7de852d168e?s=80&d=mm&r=g
(@gunx77)
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Joined: 3 months ago
Posts: 12
 

@farshad Hello again, unfortunately the situation has not changed, the camera still moves to the zero position of the world. I have attached the video.


This post was modified 5 days ago by Gunx77

   
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Farshad
(@farshad)
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Joined: 3 months ago
Posts: 197
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@gunx77 I’ve prepared this short video for you, showing how this system works. Could you please check if you’re doing it the same way? Do you have this issue in the Demo map as well? If no, for testing purposes, please copy the Narrow actor from the demo map along with its camera into your own map and test it. If everything works correctly with that, then it’s likely that the collision positions or camera in your setup are not properly aligned.


This post was modified 5 days ago 3 times by Farshad

   
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99130ef4fcf7601cebb264f2efe23774a497570e3b7dee6b1711d7de852d168e?s=80&d=mm&r=g
(@gunx77)
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@farshad Unfortunately, even when copied from a demo map, it flies to the zero point of the world. There is no such problem on the demo map


This post was modified 5 days ago by Gunx77

   
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99130ef4fcf7601cebb264f2efe23774a497570e3b7dee6b1711d7de852d168e?s=80&d=mm&r=g
(@gunx77)
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@farshad Another problem arose with monsters, on the demo map they work fine, but if on the new map they stand and do not move, I added a NavMeshBoundsVolume


This post was modified 5 days ago by Gunx77

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

Hello @gunx77 ,

Thanks for the update. Since everything works perfectly in the Demo Map, the issue is definitely related to the specific environment settings or actor references in your current map.

When the camera snaps to 0 point, it usually means the logic is receiving a zero Vector. Please create a new empty level in your project, place the system there, and see if it works. If it does, we know the issue is a conflict within your main map's volume or settings.

About the Navigation Issue, click on the floor and then press P on your keyboard while in the Viewport. If the floor doesn't turn Green, the NavMesh isn't being generated properly.

Test these things and update me.



   
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(@criss1818)
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Joined: 4 days ago
Posts: 1
 

Hello! Dont know if this is the right section for asking,but I finally made it to the forum! 

I am experiencing some issues with trying to work with metahumans: basically I tried with the mannequin mesh,set with an invisible material and tried to move along with it retargetting all,but nothing. There is any way I can get to work a metahuman? I set it up a week ago but changing the bodymesh broke all basically.

Also,where I need to adjust the camera aim zoom? I set a bit behind the camera and when I aim now,the aimzoom is kinda broke. I already saw a timeline on the event graph in aim section,do I need to work with it?



   
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Farshad
(@farshad)
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Joined: 3 months ago
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@criss1818 Hi Criss, glad to see you on this side too, welcome aboard!

Regarding this, we have a variable in the character class called TargetArmLengthAimState, which you can adjust to whatever value you prefer.

As for MetaHumans, we haven’t officially tested it yet. So far, the framework has been tested with UE4 and UE5 skeletons. However, as soon as we set up and evaluate MetaHumans, we will definitely publish a video on our YouTube channel. If any specific notes are needed, we will also add them to the documentation.


This post was modified 4 days ago by Farshad

   
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99130ef4fcf7601cebb264f2efe23774a497570e3b7dee6b1711d7de852d168e?s=80&d=mm&r=g
(@gunx77)
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Posts: 12
 

@farshad In general, I checked all the options.
1. On the demo map, if you raise the entire floor above zero and add narrow, the engine also sends it to zero coordinates. I tried this and added it to a separate test card and saw, everything is the same, it happens from the 3rd person, I attached a video. Please look, please test the same way, if you have such a problem, thank you in advance for your help in solving it.


This post was modified 4 days ago by Gunx77

   
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Farshad
(@farshad)
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Joined: 3 months ago
Posts: 197
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@gunx77 Thanks for the video you sent. It was very helpful in identifying the issue.

The quickest solution is to remove the Clamp function from its current location, as shown in the attached image, and the problem for you should be resolved.

However, if you would like to continue using the Clamp function to maintain camera position stability, I recommend using a line trace to detect the floor. Please watch this video and follow the same setup. In my tests, it worked correctly on every floor, regardless of its Z-coordinate, without any issues.  If you still run into any problems, please let me know.


This post was modified 4 days ago 2 times by Farshad

   
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