Hi, I have a question about the tutorials.
Right now I see only 1/4 on youtube. (Maps tutorial)
Is the rest coming in the near future, because of the new update?
Can I use the Documentation right now?
@herrstickman Yes, the tutorials were removed because they had become outdated, and a new series of tutorials is planned.
The documentation is also currently being updated. The existing content is still valid and usable, but more information and guides will be added over time.
@s_charos Thank you again for pointing this out, as it helped us improve this part of the framework.
We have now created a new function called CreateHolsterPlacements. Instead of relying on a fixed number of Holster placements, this function scans all Data Assets, identifies the ones associated with weapons, and dynamically creates a Scene Component holster placement for each weapon on the character at runtime based on the Holster Socket value defined by the user in each weapon's Data Asset.
This means it is now possible for the player to have multiple weapons of the same type in the holster at the same time, such as two or even three pistols, each with its own holster placement.
This improvement will be included in version 0.4.3 of the framework.
Thanks again for your valuable feedback!
@arcticsubn Yes, alternatively you can assign the existing framework metahuman skeleton to your MetaHuman. In this case, there is no need to add sockets.
@farshad Just bought it last week and will invest time into it.
I hope that i can read your blueprint work like i read a book, if not, i will bombard you with some questions here and there xD
Because of some implementation i will do etc., the blueprint work for that i will deliver...
@herrstickman Thank you for your purchase and support!
Haha, you're always welcome to ask questions! 😄
We've tried to keep the blueprint structure as clean and readable as possible, so hopefully it will be easy to follow. If you run into anything confusing, just let me know.
Hello, i have my metahuman working correctly (i think), but i get an error warning, its using a clothing asset that includes torso, legs and shoes (could that be related?), i followed the tutorial, everything is set up as instructed.
Another thing (i dont know if it is related), but now my character cant get off ladders, you can use a ladder, but tha character keeps climbing forever
I'd like to make two suggestions:
I'm having trouble inserting new blueprints.
From the most complex to the most basic.
For example: I use other projects alongside this. In other projects, you simply add your code to the blueprint and link it to the character within the code.
In this project, I'm not able to do that. I haven't even been able to add a basic localized sound blueprint.
(The project works directly with two types of 2D sounds (dialogue and ambient music)
My suggestion would be to include basic atmosphere and animation blueprints so that those who want to add more things don't get overwhelmed... Not just sound, but other forms (animations) like almost empty systems.
Another suggestion is related to the first... it would be to make the system more open to accepting new blueprints. In my case, it's not accepting the insertion of new blueprints (or maybe I just haven't gotten used to the project yet). For example: I made 4 code formats for inserting a simple local sound. In none of them did the project connect. In other projects, I just played and it accepted them immediately.
Apart from my suggestions, the project is incredible. Congratulations.
@gamestart Thank you so much for the feedback and suggestion. Just to make sure I understand correctly, when you mention "localized sound blueprint", are you referring to adding a new Blueprint Actor/Component that plays 3D sounds in the world, or do you mean importing and using new Sound Waves / Sound Cues within the existing system?
@farshad Hi, Thank you for replying. 🙂
Regarding the sound blueprint... I'm talking about adding a sound actor... Add a sound blueprint. A collision box that triggers the sound at a specific location I created. 🙂
@gamestart Thanks for clarifying. I understand now that you're referring to a Blueprint Actor with a box collision that triggers a 3D sound at a specific location in the level.
Just so I can better understand the issue, are you creating this Blueprint yourself, or are you trying to migrate an existing Blueprint from another project? In theory, a sound trigger actor should work alongside the framework without any special integration, so I'd be interested to see where the issue occurs.
If possible, could you share a screenshot or a short video of the setup? I'd be happy to take a closer look.
@calo The Construct Struct function uses EnableMasterPose for the MetaHuman class. For the clothing parts, have you assigned valid mesh references to all of them?
About the ladder system, it is set up for the default UE5 character in the main map, and the included animations and related configuration are designed for that skeleton. However, in the LadderMap, we configured a separate ladder setup specifically for MetaHumans. You can use that Ladder sample as a reference. From there, you may also want to create and assign unique MetaHuman-specific ladder animations, which should provide better results and smoother motion than the default UE5 Skeleton animations. Also, the ladder system section in the documentation may also be helpful, as it covers the setup and workflow in more detail.
Hello!
I am loving the Modern Survival Horror Framework, but I am running into a frustrating issue while trying to replace the default First Person arms (SKM_Mannequin_Arms) with a custom skeletal mesh of human arms.
Here is my setup:
-
I replaced the
FPMeshcomponent with my custom arms. -
I assigned the default
SK_Mannequin_Skeletonto my custom arms so they share the same hierarchy. -
I am using the default
ABP_PlayerFP_C.
The Problem: When I have a weapon equipped, the custom arms look perfect. The hands grip the weapon exactly as they should. However, as soon as the character is UNARMED (empty hands), the arms completely deform, twist, and cross over each other like a pretzel.
I suspect this might be due to a difference in the default Bind Pose/Rest Pose of my custom arms compared to the default mannequin, or maybe how the IK handles the unarmed state.
My question is: What is the correct/official workflow to implement custom First Person arms in this framework so they work correctly in both armed and unarmed states? Do I need to set up an IK Retargeter, or is there a specific setting inside the ABP I need to adjust to disable the ghost IK when unarmed?
Thank you in advance for your help!
@jsanzs Hi, Welcome to the forum, and thank you for taking the time to reach out 😊
I just ran a test on my side using custom first-person arms with the same UE4 skeleton used by the framework, and everything worked correctly. Could you please try closing the project completely and reopening it once after assigning your custom arms, then check if the behavior is still present?
Also, just as a note, the first-person arms are not visible on screen while the character is in the unarmed state, so under normal circumstances this should not cause any visual issues during gameplay.
Please let me know how it goes after testing, and I'll be happy to look into it further if needed.
Thank you!
@hosna Hi Hosna!
Thanks for your reply and the welcome.
I tried restarting the project as you suggested, but the problem persists. I think I've found the root cause: the custom arms I bought are made for Unreal Engine 5. Could that be the problem?
I've tried several arm, but I always run into the same issue. Perhaps it's because they're designed for UE5 and not compatible with UE4? I'm honestly going crazy.
By the way, could you tell me which specific kit or resource pack you used for your test? If there's a resource that's fully compatible with your framework's UE4 configuration, knowing which one it is would save me a lot of trouble!
Thanks again!
