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[Sticky] Support – Modern Survival Horror Framework

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Ede9c9e085744d5f1aad99aec885abeb4f29bb5103dcf3c276c4a3b2e310e5a1?s=80&d=mm&r=g
(@rozhkovskyproduction)
Eminent Member
Joined: 2 months ago
Posts: 29
 

Hello, Farshad!
Please tell me, if I will create a child in my project from each of your blueprints (including the character, items, weapons), configure them separately and use them in the project in a separate folder, when replacing the framework files with an update, I will not lose data? I want to find a way to work on the project as safely as possible, integrating your system. I read your recommendations on updates. I think that if I replace the entire framework folder in the future, their child's shouldn't break, right?


This post was modified 2 months ago 2 times by RozhkovskyProduction

   
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99130ef4fcf7601cebb264f2efe23774a497570e3b7dee6b1711d7de852d168e?s=80&d=mm&r=g
(@gunx77)
Active Member
Joined: 5 months ago
Posts: 12
 

@farshad Thank you very much, yes, the problem is now fixed) 👍 👍 👍



   
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Farshad
(@farshad)
DEVELOPER Admin
Joined: 5 months ago
Posts: 300
Topic starter  

@rozhkovskyproduction As long as the core parent classes and asset structure remain compatible, child blueprints should usually continue to work fine across updates. However, since the framework is currently in Early Access, major updates are on the way, and it may introduce larger structural changes, new systems, renamed variables/functions, modified components, or parent blueprint refactors. In some cases, this can also lead to broken references, especially for Structs and Interfaces, which are very sensitive to even small changes.

So while the child-based workflow is generally a safe approach, make sure to create a backup before using this approach.

At the moment, my only current recommendation is downloading the latest version directly from the launcher and then manually applying your custom changes to the updated version instead of using the approach discussed above.


This post was modified 2 months ago 2 times by Farshad

   
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Ede9c9e085744d5f1aad99aec885abeb4f29bb5103dcf3c276c4a3b2e310e5a1?s=80&d=mm&r=g
(@rozhkovskyproduction)
Eminent Member
Joined: 2 months ago
Posts: 29
 

Hi guys. I would like to clarify how I can find out what version of the framework I have loaded?

Upd: The game menu shows version 0.3.2. is this the current version?

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The fact is that I decided to reinstall the framework to version 5.7 yesterday, selecting it in the fab export settings. After installing, I noticed that regardless of the engine version selection, the version for 5.5 is installed.

Also, I do not see any updates in the project from your recent streams. I just want to make sure that I have everything correctly set up. It's possible that your stream updates won't be included in this version and will be included in 0.4


This post was modified 2 months ago by RozhkovskyProduction

   
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Hosna
(@hosna)
DEVELOPER Admin
Joined: 5 months ago
Posts: 287
 

@rozhkovskyproduction The framework version is visible both in the main menu and in the project settings.

And yes, all the updates shown in the live streams, along with the other features we are currently working on daily, are planned for version 0.4.



   
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99130ef4fcf7601cebb264f2efe23774a497570e3b7dee6b1711d7de852d168e?s=80&d=mm&r=g
(@gunx77)
Active Member
Joined: 5 months ago
Posts: 12
 

Hello, I wanted to clarify how to resolve the issue?
The fact is that when installing a box and assigning a weapon there, the weapon is missing in the box. Even if you move the weapon box from the demo map. I'm also attaching the video. Thank you very much in advance for your answer.



   
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(@cloudo)
Active Member
Joined: 3 months ago
Posts: 16
 

Hello, where do I change the save slot name? its currently set to James



   
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Hosna
(@hosna)
DEVELOPER Admin
Joined: 5 months ago
Posts: 287
 

@gunx77 Thanks for your question. In Documentation Section 21-3, we have covered how to use the Weapon Locker, and we also included a short video there. Please check that section, and if you still experience any issues, let me know. I’ll be happy to help you further.



   
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Hosna
(@hosna)
DEVELOPER Admin
Joined: 5 months ago
Posts: 287
 

@cloudo Thanks for your question, You can click on the GameData variable inside AC_SaveGame, and you will be able to modify the information from there.


This post was modified 2 months ago 2 times by Hosna

   
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criss1818
(@criss1818)
Active Member Registered
Joined: 2 months ago
Posts: 7
 

Hello! I am currently blocked at how to retarget the metahuman. I tried with the set leader as pose with the ue4 mannequin and the invisible material,but the body of the metahuman is all broken.

I am using the main ABP and it works on the walk and running animations but there is no main mesh since the mannequin is invisible. 

Do you have found any solution to this? My guess is to use only one skeletal mesh for the metahuman since is divided into face,body and outfit skeletal mesh,but I can't find a solution to merge the 3 skeletal meshes into one and then retarget all to it in a new ABP and change the main mesh inside the BP_Player. 

Also,I saw all the update in 0.4 and they are all good! Can I ask if the laser will completely remove the crosshair hud or we can have the option to choose between them? Im currently more  for the HUD crosshair!


This post was modified 2 months ago by criss1818

   
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Farshad
(@farshad)
DEVELOPER Admin
Joined: 5 months ago
Posts: 300
Topic starter  

@criss1818 Regarding MetaHumans, the best approach currently is to retarget all the animations to the MetaHuman body mesh properly, and then attach the other body parts under the body mesh hierarchy, which could be time-consuming!

At the moment, we are still investigating this topic and working to find the most suitable workflow to enable MetaHumans to be used more easily within the framework. We will share more information once we have a proper solution and testing is completed.

And regarding your question about the crosshair and laser, yes, the laser feature is completely optional and can be toggled on or off on weapon setup.


This post was modified 2 months ago by Farshad

   
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(@cloudo)
Active Member
Joined: 3 months ago
Posts: 16
 

Hi

Sometimes when I pick up a note the POV camera goes so far beyond the level floor instead of viewing the note held in hand. I'm wondering where I can edit the camera distance of note inspection POV. Maybe if I set the camera faraway then I would never encounter that glitch of camera going beyond the floor.

Of course this doesn't only happen with notes, but also with keys, weapons inspection etc...


This post was modified 2 months ago by Cloudo

   
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Farshad
(@farshad)
DEVELOPER Admin
Joined: 5 months ago
Posts: 300
Topic starter  

@cloudo The PickupCamera in the character class is used for this. Would it be possible to show this issue in a video so I can see exactly when it happens? Thank you.


This post was modified 2 months ago by Farshad

   
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01352b2cb30cbbae42d1c50f0660e7f784dc3085f2c049fe6736243a4dc9ee27?s=80&d=mm&r=g
(@cloudo)
Active Member
Joined: 3 months ago
Posts: 16
 

@farshad 

Hi, thanks

I was able to fix the issue. It seems like the glitch was happening because I changed the follow camera default position for some reason.



   
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(@veilborne-studio)
New Member
Joined: 2 months ago
Posts: 4
 

@farshad Hi, first of all you both did an outstanding job with the framework. How does the update work with my current project ? can i just upgrade it, or do i have to make a new project ? and i have some problems with the fp mode my FP arms are comeplety black and i sont know how to fix it, thank you very much you two



   
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