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[Sticky] Support – Modern Survival Horror Framework

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046745faab00e6cb52b0773f1bfdde9a2c59090f9a85f859e5954666ed127654?s=80&d=mm&r=g
(@s_charos)
Active Member
Joined: 2 weeks ago
Posts: 4
 

[FIXED SORRY FOR THE POST , JUST ADDED THE SOCKETS FROM THE DEFAULT UE5 SKELETAL MESH TO MY OWN]

Hello,

I just bought this template and have been realy excited it looks realy great, I changed my ue5 default skeleton to my custom model and discovered that the flashlight is being placed wrong, how to adress this problem?

Ty for you time


This post was modified 2 weeks ago by S_CHAROS

   
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Hosna
(@hosna)
DEVELOPER Admin
Joined: 4 months ago
Posts: 240
 

@s_charos Hey, welcome to the forum, and thank you so much for supporting the project!

I'm glad you were able to solve the issue on your own. If you have any questions, suggestions, or feedback, we're always here and happy to hear from you.

Enjoy developing! 😊



   
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046745faab00e6cb52b0773f1bfdde9a2c59090f9a85f859e5954666ed127654?s=80&d=mm&r=g
(@s_charos)
Active Member
Joined: 2 weeks ago
Posts: 4
 

Ty for you quick reply, I also have a question I cannot find the USE LASER option to turn it off from the pistol as it seems to be the default setting. I looked in Weapon Data but there is no option there



   
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Hosna
(@hosna)
DEVELOPER Admin
Joined: 4 months ago
Posts: 240
 

@s_charos If you open the BP_Pistol class, you can disable the Laser option in the Details panel.



   
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046745faab00e6cb52b0773f1bfdde9a2c59090f9a85f859e5954666ed127654?s=80&d=mm&r=g
(@s_charos)
Active Member
Joined: 2 weeks ago
Posts: 4
 

Perfect just reviewed your product 5 stars on fab ty so much



   
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Hosna
(@hosna)
DEVELOPER Admin
Joined: 4 months ago
Posts: 240
 

@s_charos Thank you so much for the 5-star review and for supporting the project! We really appreciate it. we'll keep working hard to make it even better with future updates 😊



   
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1dfe8e19ad38736d67bb57081d0118b0751d9974f2497fa08607c98f661a5afe?s=80&d=mm&r=g
(@biologically_optimized)
New Member
Joined: 3 weeks ago
Posts: 2
 

Is there a way in the existing logic to prevent interacting with an object until an event turns it on/enables the interact? For example, if I want the Boltcutters to be a part of the scenery until you find the chain that needs to be cut.

Or do I need to build this in?

Thanks!



   
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7b2d544beba09113260c8f5885ebb533d8ef8a8c01e02b1b583c2f22641ee2fa?s=80&d=mm&r=g
(@commancho)
Eminent Member
Joined: 2 months ago
Posts: 27
 

New AI is amazing. Running attack works great. It was the first thing I was replacing when prototyping before this update. Its nice to have it within the template. New montages for hitting diffrent part of the body is also a nice touch. Overall update is 10/10 as far I've tested! I have small question - I changed weapon mesh for shotgun and I wanted to quickly adjust the animations by editing them directly in  the animation sequencer, but something is overwritting them (anim_bp i guess). Whats the workaround? I just want to rotate some bones during aiming downsight.

 


This post was modified 2 weeks ago by Commancho

   
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726bdf3533304dd8041f9ee1e1f37e1d4fba6acf0f9b41046ae62be36fa8a165?s=80&d=mm&r=g
(@kosur)
Active Member
Joined: 3 months ago
Posts: 10
 

I think I found a bug, but not sure.

I was going through the crack in the wall in the demo level and the zombie attacked me and I could no longer move.

I think this is due to either getting stuck in the wall after changing to hurt or having no logic for changing from (through the wall -> hurt -> through the wall)



   
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Hosna
(@hosna)
DEVELOPER Admin
Joined: 4 months ago
Posts: 240
 

@biologically_optimized That's a great idea! It's not currently implemented as a dedicated option for the items, but it definitely has potential to be added in the future updates. Thank you for the suggestion, I'll add it to our review list 😊


This post was modified 2 weeks ago by Hosna

   
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Hosna
(@hosna)
DEVELOPER Admin
Joined: 4 months ago
Posts: 240
 

@commancho I'm glad you're happy with the AI changes! More improvements are on the way. We're also currently exploring the addition of a zombie grab and bite system, which I think could be a great addition 🙂 

Regarding your question, do you mean the weapon animation or the character animation? you should be able to edit them there without any issues. If there are any issues, we would really appreciate it if you could send a video so we can take a closer look and investigate it further.



   
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Farshad
(@farshad)
DEVELOPER Admin
Joined: 5 months ago
Posts: 262
Topic starter  

Posted by: @commancho

Posted by: @farshad

@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 🙂

 

Thank you for your feedback! We will review these points seriously for the current version and try to align the documentation accordingly for how we can add/replace new weapons.

Thanks again for being involved with the project and for sharing your constructive feedback.

 



   
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45b039826ae294d124084f97a8f0da6665fc0ec6662e3b41fd69f70009b6dfdd?s=80&d=mm&r=g
(@arcticsubn)
Active Member
Joined: 2 months ago
Posts: 6
 

Hi. To use my own metahuman can I just swap the skeletal meshes directly in the BP_PlayerCharacter_MetaHuman and just add the sockets? It seems to work but worried Im missing something.  Or do I need to create retargeting assets?


This post was modified 2 weeks ago by arcticsubn

   
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046745faab00e6cb52b0773f1bfdde9a2c59090f9a85f859e5954666ed127654?s=80&d=mm&r=g
(@s_charos)
Active Member
Joined: 2 weeks ago
Posts: 4
 

Hello, I have duplicated the pistol BP as well as the Data Asset however although the clip size , dmg is being updated the holster socket is not ( i want to use shotgun socket for a second pistol type weapon)



   
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Farshad
(@farshad)
DEVELOPER Admin
Joined: 5 months ago
Posts: 262
Topic starter  

@s_charos At the moment, we have four default holster slots in the framework: one for pistols, one for shotguns, one for rifles, and one for pipes.

Because of this, if you create another weapon of the same type (for example, a second pistol), the system will try to send it to the default pistol holster on the right thigh.

To solve this, please add the highlighted section to AC_Combat inside UpdateHolsterWeapons function. This will allow your new pistol weapon to use a different holster slot, such as the shotgun holster.

We are currently improving this part of the system, but adding this piece of code should resolve your current issue.



   
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