@calo Yes, it’s possible. Disable the physics using Set Simulate Physics and set it to false for the door mesh. Then, use a timeline to handle the opening and closing movement. The closing part is already being handled with a timeline, so you only need to implement the opening part.
@commancho You can find it inside the WeaponLineTrace function in AC_Combat.
Right, thanks alot, I was looking for it. I've one more question. I've followed your guide and I've retargeted my UE5 skeleton and I've replaced pistol with my own. Everything works great, except when I finish reloading my pistol, its turning 90 degree and it comes back to correct position only after I fire the gun. Any idea why? Also I was wondering about one thing - in your retargeting guide https://youtu.be/0EmH1XijDMQ?t=144 (2:24) - you are selecting only one animation. Is this correct? Or did you batch all other animations outside the video?
@commancho In the video, only one animation was selected because the goal was to create the retargeter. That retargeter is then used inside the Animation Blueprint to automatically retarget all animations.
About your issue, it’s strange that all animations work except the reload animation. Maybe the reload animation was modified somehow? please check it, Also, Framework V0.4 will be released very soon, and UE5 Skeleton is now officially supported. If the issue is not fixed, you can wait a few more days until the update goes live 😊
Hi, i notice that items like keys, cards or the boltcutter dont dissappear from the inventory when used, is that intended?, you can activated the option to discard them, but that can lead to the player accidentally discarding a key before opening a door , how can i change that, or what can i do so they dont use an inventory slot?. Thanks!
@calo A new feature implemented which, keys are automatically removed from the inventory after they are used, and this behavior will be included in the upcoming update. However, items such as key cards and bolt cutters are not automatically removed because they may be needed again later. The player can manually move them to the storage box if they are no longer needed. One possible solution for this type of item would be to define a limited number of uses, such as 2 or 3 uses. Once that limit is reached, the item could be automatically removed from the inventory. ( this is in our todo list as well)
If you want some items to not be stored in the inventory at all( not use slots), that's possible too, but it requires some new functions. A simple approach would be to create a separate array for these special items and check that array during interactions instead of the inventory. If the item exists there, the interaction can proceed.
Hello! I have moved the narrowpassage BP and the camera in a level,but when I press forward once inside the narrow,the camera goes all under and turn back when my character has finished the passage. Same thing for the return way,how I can fix this?
@commancho In the video, only one animation was selected because the goal was to create the retargeter. That retargeter is then used inside the Animation Blueprint to automatically retarget all animations.
About your issue, it’s strange that all animations work except the reload animation. Maybe the reload animation was modified somehow? please check it, Also, Framework V0.4 will be released very soon, and UE5 Skeleton is now officially supported. If the issue is not fixed, you can wait a few more days until the update goes live 😊
Thank you for explaining this. I always had problem with how UE5's retargeter works and online source have contrary informations, but now every thing is more clear. I do really appreciate the time you spend here on answering all our silly questions, altough I know that you really don't have to. I'm really excited for the next update 🙂
@criss1818 Hey, The issue you're experiencing happens because your floor map Z location is not around 0 which causes this offset. This issue has already been fixed in the latest version, but for the current version, please add the function I posted below to the BP_NarrowCamera class and call it from Beginplay. That should resolve the problem. Please let me know afterward if you're still experiencing any issues 😊
Also, please make sure that the trace channel is set to Visibility.
https://blueprintue.com/blueprint/99k8vw4c/
https://blueprintue.com/blueprint/vgymly35/
@commancho You're welcome! I'm glad it helped clarify things. Thank you for your support, and I hope you'll enjoy the upcoming update, We are also excited for it 😊
Can we have a guide on changing character mesh for metahuman? I was trying to simply replace the body parts, but it didn't work. Then I tried to add skeletal mesh component, but this attempt also failed 🙂
@commancho A video tutorial is currently in progress that will demonstrate how to swap characters, including support for MetaHumans and other character setups.
@commancho A video tutorial is currently in progress that will demonstrate how to swap characters, including support for MetaHumans and other character setups.
Thats awesome to hear. Has addition of laser changed the way we change the weapon mesh to our own? I did work for me in the previous version, but in the latest version it seems to have some issues. After duplicating, for example BP_Shotgun, it shows 'None' in 'WeaponMesh' component > 'Skeletal Mesh Asset'. Then assigning my weapon mesh shows both weapons in the blueprints viewport, my weapon mesh in the world, my weapon mesh during pick up montage, your weapon mesh when carrying on the back and your weapon mesh when firing it.
Edit - everything works fine when swapping weapon skeletal mesh in the oryginal file. Duplicating the file must be breaking it.
Edit2- same issue with duplicating bp with metahuman player character.
I guess there is other way now, so I will wait for the guide 🙂
Hi, fantastic update!, maybe i am missing something but, what happen to the enemies?, i can´t find the vomiting Silent hill and crawler style enemies are they no longer in the framework?
@calo hey, glad you like the update 😊 The current zombie enemy occasionally vomits. That mechanic is still present, but its intensity has been reduced so it doesn’t look too strange or overdone.
However, the crawler enemy has been temporarily removed and will return later with a better behavior and improved animations.
