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[Sticky] Support – Modern Survival Horror Framework

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Hosna
(@hosna)
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Joined: 4 months ago
Posts: 233
 

@commancho You are welcome, I'm glad you were able to figure it out.


This post was modified 3 days ago by Hosna

   
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Hosna
(@hosna)
DEVELOPER Admin
Joined: 4 months ago
Posts: 233
 

@cloudo The enemy AI system has undergone significant changes in the recent 0.4 update compared to previous versions. This may have caused a conflict with your current setup.

The best approach is to use the latest update, as all future changes and improvements will continue to build upon this update and the current workflow.



   
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(@commancho)
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Joined: 2 months ago
Posts: 27
 

Posted by: @hosna

@commancho You are welcome, I'm glad you were able to figure it out.

Thanks, but my joy was premature. It turns out that only shotgun animations can be edited this way from MSHF/demo/animations/shotgun. Unfortunately, the animations are missing from MSHF/demo/animations/pistol. I found these animations in MSHF/Demo/GASP/Retarget/UE5. Obviously, editing these animations doesn't do anything, because these are retargeted animations for UE5 manny, which I haven't noticed at first glance.

I should mention here that I'm using UE4 Skeletal Mesh for the player character. In other words, the animations for the UE4 mannequin are missing – definitely the gun, though I haven't checked all the others yet. Overall, it's all scattered across all the folders, and I'm getting a headache trying to put it all together 😀

 



   
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Hosna
(@hosna)
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Joined: 4 months ago
Posts: 233
 

@commancho We apologize if the folders are a bit disorganized at the moment. This will be improved in the next update, and the structure will be properly organized and categorized. Update 0.4 was quite heavy and introduced a large number of new features to the framework, including many animation retargets also some of GASP files. As this is still in early access, we are actively iterating and making changes several times a day, including coding and restructuring. We appreciate your understanding and hope you can accept our apologies for the inconvenience.

You can retarget the AS_Pistol_Fire animation (the UE5 version) to UE4 and then edit it as needed.

If you have any further questions, feel free to ask anytime.



   
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(@jsanzs)
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Posts: 7
 

My apologies, I posted earlier in the Classic Modern Survival section. I'm still stuck trying to replace the default MetaHuman with my own custom female character.

Here's everything I've tried and diagnosed so far after hours of troubleshooting:

Component Setup: The custom face mesh is correctly mapped. The hair component automatically generates the 3 material slots (strands, cards, helmet) and correctly reads the curves and guides.

Binding Resource: I created a new hairstyle binding resource specifically targeting the new SKM_Face mesh used in the Blueprint.

Project Setup: Computational skin caching support is enabled. The hair renders perfectly if I open the standalone custom MetaHuman resource, so it's not a hardware or global project configuration issue.

LODSync Conflict (Main Issue):

If I keep the LODSync component set to Forced LOD = 0, the character and leg animations work perfectly, but the hair, eyebrows, and eyelashes become completely invisible.

I tried changing the sync option within the components to synchronize the hair, eyebrows, and eyelashes array from Passive to Boost, Standard, and even Disabled, but the hair remains invisible.

If I change the LODSync component to Forced LOD = -1, the hair magically appears and looks perfect. However, this breaks the post-processing animation synchronization, causing the character's legs to deform and walk strangely.

It seems the LODSync component is overriding hair visibility based on the male character's previous settings, but disabling it breaks the body skeleton deformations.

How can I keep the hair visible at LOD 0 without breaking the body and leg animations? Is there a specific script or hierarchy hook in the framework causing this override? I honestly don't know what else to try.


This post was modified 3 days ago by Jsanzs

   
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(@herrstickman)
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Joined: 4 weeks ago
Posts: 6
 

Hi.

I invested a little bit time and understood one thing instandly, very nice architecture. I think I will change and start new with your project, I was finished 25-30%. But I have some questions 😀

1. I didnt find anything about money etc., I only say diamonds and a golden cup and if I understood correctly, every objects needs an ID. How can I implement that by killing zombies i get money/item/ammo (the blueprints for dropping items after killing zombies, that I could achieve after some research), is there an auto-generation for new-ID's function or something like that?

2. Can I change without having problems the lighting and rendersettings? I would copy some things from an ini file for that.

The other questions I will ask step-by-step.
Also it is/was hard to stop with my other project, but, if I understand your architecture right, then I only would need to implement 5-10 other things and the whole architecture would be finished, plus I get a lot of stuff more that I didnt plan in the first place.
But I will give it a try I think.



   
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(@commancho)
Eminent Member
Joined: 2 months ago
Posts: 27
 

@Hosna

There is no need to apologize, you guys are doing ENORMOUS work!

The issue was not very imporant and it was my fault that I didn't check if AS has a correct skeletal mesh 🙂

 



   
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(@gamestart)
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Joined: 6 days ago
Posts: 9
 

Drawers become corrupted when they are duplicated, and also when a child class is created from them.

(There is no animation, and you get the entire desk (table) as a single item.)

One tip I saw in other projects: the doors have space to add two sounds, not just one (the sound when opening and the sound when closing). In this version, there's only the sound when opening.

- I really liked that it has a reaction sound when the sound is locked. -

Version 4.2.


This post was modified 2 days ago by gamestart

   
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(@gamestart)
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...Continuing on the problem... What happens when, after you pick up an entire table, you can't interact with anything else? And it happened that I picked up two... And they don't appear in the inventory.



   
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(@gamestart)
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I solved it. I changed the object type... When you duplicate or create a child class, the object type changes to pickup, and the original drawer animation disappears. The developer has to change it and find a replacement animation.

(Tip for the new version: Double doors should also have a level transition).

Sorry for the excessive feedback. But when I find a problem, I try to solve it, but I always make a point of reporting it. I'm still getting used to the project. Half of it is already developed, and now I just need the interactions and actions (doors, drawers, animations, puzzles, etc.).



   
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(@gamestart)
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When I move the drawer (pull it to the side), and change its size, and then change what's inside the blueprint (interaction, etc.) to activate the drawer in the corner, the animation continues to act in the center.

Is there a selection where I can choose to close the drawer? I saw that there's a selection to close it - Closed -, but I don't know if that's what that action is for, because I already activated it and it didn't close the drawer.

Another question, how do I make other drawers work as well?

(I saw that the blueprint has the same code for all of them)


This post was modified 2 days ago by gamestart

   
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Hosna
(@hosna)
DEVELOPER Admin
Joined: 4 months ago
Posts: 233
 

@gamestart No problem. You can also use the edit option on each post while editing is still available so the posts become more consistent.

Regarding your questions, for the drawer and the way it opens in the desired direction, inside the BP_InteractionDrawer class and the InteractDrawer custom event, we have a timeline called Timeline_0. A Lerp is used there. First, check the drawer's initial location, then determine the location you want it to move to after opening. Set the new values there, and it will always open in the direction and position you want.

Another point is that these drawers are inspired by the drawers and weapon lockers from Resident Evil and Silent Hill. If you want to change their behavior, you still can, but it may require modifying parts of the logic.

As an example, if you have played the Silent Hill 2 Remake, the drawer opens, the item is collected, and that's it. This system is directly inspired by that behavior and does not include a closing system. If you want the drawer to be closable, you will need to add that functionality by modifying the logic.

The drawer system is planned to receive a major update in the future. The goal is to make it much more modular and provide additional options such as custom opening and closing locations, different drawer types, alternative interaction behaviors, and other customization features.

Thank you for pointing out the areas that you find challenging. Feedback like this helps us identify which parts of the framework could benefit from additional modularity and customization, and all of these points are taken into consideration for future updates.



   
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(@gamestart)
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Thank you so much for helping me and clearing up my doubt... I thought there was something ready to select and close (there's a "closed" option to select), (I thought "hmm, it closes too?") My question was because I couldn't find it in the code, hence my doubt. I asked about the other drawers because I noticed they have a kind of continuity in the blueprint (here it can open, but it won't open) (something in question), that's why I was unsure. I was also unsure if the drawer region was some alteration to the object's Pivot (as happens with doors). I'll change it the way you said. =)

I just added Footsteps - It was a bit of a confusing path until I found the right one. I'd like to ask, if it's not a problem, to include the steps for adding Footsteps in the documentation. Just like adding other things, to keep it documented and make it easier in the future (in case someone forgets the steps). Because each project has its own paths, and sometimes the project builder thinks that users just need to do what the developers did, but in reality, it becomes a big search... And people might not find it. It would actually also be a tutorial for more complex changes.

And this can also help clarify things for future users and those who may be adapting... ("look, there's this" or "we'll only go this far")

The project is very beautiful, congratulations.

=)



   
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Hosna
(@hosna)
DEVELOPER Admin
Joined: 4 months ago
Posts: 233
 

@jsanzs Thank you for the detailed information.

From what you've described, this does not appear to be caused by the framework itself. The framework does not modify or override MetaHuman Groom visibility, Groom Bindings, or LODSync behavior. I have also tested replacing the default MetaHuman with other MetaHumans without encountering this issue.

Based on the symptoms, the problem is more likely related to your MetaHuman setup itself, particularly the LOD settings, Groom configuration, component hierarchy, or LODSync mappings of the custom character.

Please check:

- Do the facial component names in your custom MetaHuman match the entries used in the "Custom LOD Mapping" section of the LODSync component?
- Have you tried replacing the LODSync component in your custom MetaHuman with the one used by the framework's character class and testing again?

As an additional test, I recommend importing a different MetaHuman and integrating it by following our YouTube tutorial step by step. If the new MetaHuman works correctly, that would indicate the issue is likely specific to the current MetaHuman asset or its configuration.



   
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Hosna
(@hosna)
DEVELOPER Admin
Joined: 4 months ago
Posts: 233
 

@herrstickman Thank you very much for your kind words 😊 I'm glad to hear that the architecture made a good first impression.  

Regarding your questions:

1- You can find the Ptas variable inside the AC_Merchant component. This variable represents the game's currency system. For generating unique IDs, you can use the NewGuid node, which will create a unique identifier for you whenever needed.

2- As far as I know, changing the lighting and render settings should not cause any issues with the framework. However, I would recommend creating a backup of your project before making those changes.

Feel free to ask your other questions step by step, and we'll be happy to help 🙂 



   
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