Notifications
Clear all

[Sticky] Support – Modern Survival Horror Framework

250 Posts
25 Users
80 Reactions
19 K Views
Farshad
(@farshad)
DEVELOPER Admin
Joined: 4 months ago
Posts: 224
Topic starter  

@veilborne-studio Thank you so much for your kind words and support, we really appreciate it!

Regarding the update process, the approach is to download the fresh version of the framework and use it as the new base project. Then you can migrate your own content and modifications into it step by step. This is usually the safest and cleanest workflow.

About the FP arms, it is most likely related to the lighting/shadow setup. Check the screenshot below and change the lighting settings for the FP mesh as shown, and see if that helps.


This post was modified 2 weeks ago by Farshad

   
ReplyQuote
0c030734a7fde217e515825826306b5e6f07be5787189b0f1fc6d6053554b127?s=80&d=mm&r=g
(@veilborne-studio)
New Member
Joined: 2 weeks ago
Posts: 4
 

@farshad thank you, it worked like a charme. one more question idk how hard it is but i worked on my first game with the horror engine framework and to change things there was much easier, for example changing door sounds was in the details tab of the door, but you're settings are in the blueprint itself (i looked for a while before i even found it) so do i need for every different door a new BP? i still like you're framework much more its just i dont know that much about coding so changing it that way would be a dream. sorry for the long text xD and one more thing i imported a new gun model and gave it the pistol skeleton but when i aim down sights it is comeplety off



   
ReplyQuote
Farshad
(@farshad)
DEVELOPER Admin
Joined: 4 months ago
Posts: 224
Topic starter  

@veilborne-studio I’m glad your issue was solved.

Yes, I completely understand. Our main goal with future updates is to make everything more modular, and also bring most of the settings and other details directly into the editor so the workflow becomes much easier and more user-friendly. 

Regarding the weapon, is it a completely different weapon type, or are you using one of the existing types? Also, have you checked the documentation that explains how to add a new weapon using the existing weapon types? 

If you still have the issue, please send a short video showing the problem so I can better understand what’s happening and guide you more accurately 👍


This post was modified 2 weeks ago 2 times by Farshad

   
ReplyQuote
0c030734a7fde217e515825826306b5e6f07be5787189b0f1fc6d6053554b127?s=80&d=mm&r=g
(@veilborne-studio)
New Member
Joined: 2 weeks ago
Posts: 4
 

@farshad yes i've read the documentaion on how to add a weapon of the same type, but some things are off like the aim down sights and where the bullet (smoke) comes from



   
ReplyQuote
0c030734a7fde217e515825826306b5e6f07be5787189b0f1fc6d6053554b127?s=80&d=mm&r=g
(@veilborne-studio)
New Member
Joined: 2 weeks ago
Posts: 4
 

@farshad oh man getting a video under 20 mb is harder than i thought xD



   
ReplyQuote
Farshad
(@farshad)
DEVELOPER Admin
Joined: 4 months ago
Posts: 224
Topic starter  

@veilborne-studio Thanks for the video.

Please open the default handgun weapon and check its skeleton. You will see a socket named ADS there(Image Attached). Create a socket with the same name on your weapon and place it approximately in the same position as the default handgun socket. Then test it again, your issue should be resolved.

If you notice any offset afterward, just adjust that socket position a little until you get the best result.



   
ReplyQuote
01352b2cb30cbbae42d1c50f0660e7f784dc3085f2c049fe6736243a4dc9ee27?s=80&d=mm&r=g
(@cloudo)
Active Member
Joined: 2 months ago
Posts: 15
 

Hi

How do I make the character undamageable while on ladder? I've noticed that a bug happens if you get damaged while on ladder, the character falls to the ground but will be stuck in the ladder pose.



   
ReplyQuote
Hosna
(@hosna)
DEVELOPER Admin
Joined: 4 months ago
Posts: 190
 

@cloudo Hey, thank you for pointing out this case You can use GetObjectType and check the type, for example, of type is ladder or something else, prevent the damage from being applied in that case.



   
ReplyQuote
01352b2cb30cbbae42d1c50f0660e7f784dc3085f2c049fe6736243a4dc9ee27?s=80&d=mm&r=g
(@cloudo)
Active Member
Joined: 2 months ago
Posts: 15
 

@hosna 

Thanks, but this doesn't fully work. I mean yes, if you connect it to a Branch you will stop receiving damage when you climb up a ladder, but even after you climb down the ladder, you won't be receiving damage anymore for the rest of the game. I also tried to use the Boolean "on ladder' and it didn't work at all. Not sure what variable I should connect to the Branch. Maybe "while flying" works?



   
ReplyQuote
Hosna
(@hosna)
DEVELOPER Admin
Joined: 4 months ago
Posts: 190
 

@cloudo Yes, the IsFlying function from character movement will definitely help here. Please try using it, and if the issue still is not resolved, let me know so we can find another solution.



   
Cloudo reacted
ReplyQuote
01352b2cb30cbbae42d1c50f0660e7f784dc3085f2c049fe6736243a4dc9ee27?s=80&d=mm&r=g
(@cloudo)
Active Member
Joined: 2 months ago
Posts: 15
 

@hosna yeah it worked perfectly thanks a lot 😀



   
ReplyQuote
212ceb9a9627603fd4afc50f32757b5a6e61dee5b9c8d22c97da72dbe0c05505?s=80&d=mm&r=g
 CaLo
(@calo)
Trusted Member
Joined: 4 months ago
Posts: 49
 

Hello!,  i changed the skeletal mesh for the pipe, everything is fine except for the model that the inventory display when you examine, it shows the default one, how can i change that?



   
ReplyQuote
Hosna
(@hosna)
DEVELOPER Admin
Joined: 4 months ago
Posts: 190
 

@calo Hey, You just need to update the World Mesh field inside the data asset for the Pipe weapon with your new mesh, and it will be displayed during inspection.



   
CaLo reacted
ReplyQuote
212ceb9a9627603fd4afc50f32757b5a6e61dee5b9c8d22c97da72dbe0c05505?s=80&d=mm&r=g
 CaLo
(@calo)
Trusted Member
Joined: 4 months ago
Posts: 49
 

Another question, i need a door that open without physics, just the with a timeline, can i use the default door to do that?, thanks for all the help!



   
ReplyQuote
7b2d544beba09113260c8f5885ebb533d8ef8a8c01e02b1b583c2f22641ee2fa?s=80&d=mm&r=g
(@commancho)
Eminent Member
Joined: 2 months ago
Posts: 18
 

Hey guys, where did you put logic for bullet impact VFX? Is it somewhere in BP_Weapon? 



   
ReplyQuote
Page 16 / 17
Share: