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