@hosna If your attacked by a zombie while in the grab and bite QTE you no longer take damage even after the QTE is over.
@krazykracka What happens after the Grab & Bite sequence ends? Have you tested that as well?
Once the Grab & Bite sequence is over, the player should be able to take damage from other zombies again. Damage from other zombies is intentionally disabled only during the Grab & Bite sequence, from the moment the Grab & Bite montage starts until it finishes whether it ends with the player being bitten or successfully pushing the zombie away.
@hosna You take no damage after it ends. You receive no damage at all after, zombies can hit you and nothing happens you can also walk into the damage box and receive no damage.
@krazykracka I did another round of testing, and everything is working correctly on my end. I have also attached a video that shows the expected behavior in more detail.
We use an Anim Notify (AN_PushAway) that must be placed at the correct point in your Grab & Bite montage. This notify resets all of the damage settings when the sequence ends, allowing the player to take damage again.
Please check the following:
- Make sure the Anim Notify is placed in the correct position and that your montage is actually triggering it.
- Download a fresh version of the framework and test it with the default basic Grab & Bite animations included with the framework. See if the issue still occurs. In my testing, I couldn't reproduce the problem. If it works correctly in a fresh project, then it is likely that something was missed while setting up your custom Grab & Bite montage or animations.
- Please watch the attached video, as it check the notifies.
If you are still having trouble after checking these points, let us know, we're happy to help further.
@krazykracka Thanks, I really appreciate that! A video would be very helpful 😊 It's also good to know you've reproduced it in a fresh project and under what conditions it happens. We'll try to reproduce it on our end using the same setup, and if we can reproduce the issue, we'll make sure to get it fixed if we confirm the problem exists. Thanks again for taking the time to help us track this down!
PS: Please also make sure to mention the Unreal Engine version you’re using in the post along with the video. thank you 👍
@hosna I'll make a video tomorrow i just tested in fresh project and it happens. If you put 3 zombies close to each other and keep doing QTE eventually it will happen.
Hey, thanks again for your feedback.
After rechecking the issue with 3 zombies at the same time, I noticed that in some cases the "Do Once" function does not reset properly. This can result in the player not receiving damage after a Grab & Bite sequence is completed.
I have prepared a quick workaround for you. Please try it and let me know the result. In my tests, this solution has resolved the issue on my side, and I am waiting for your confirmation as well.
Fix Steps:
1- Create a Custom Event in BP_CharacterBase, next to the EventAnyDamage function, for example:
"ResetPlayerAnyDamage"
Then connect this event to the Reset node of the "DoOnce".
2- Go to AC_AIBehavior and open this function:
"CompleteGrabBiteAndResetEverything"
In the location shown in the screenshot, call the custom event you created (ResetPlayerAnyDamage).
This will ensure that the DoOnce is properly reset after the Sequencer finishes, preventing the issue from occurring.
We hope this resolves the problem on your side as well. This fix has been added for the upcoming update (v0.4.4). We’ll appreciate your feedback once you test it on your side, and we’ll make any further adjustments if needed. Thanks again, and we look forward to your opinion😊
@krazykracka Awesome! Thanks for confirming!
And no worries at all about posting it here! That's absolutely fine. We're just happy you took the time to report it and help us track it down. 😊
Really appreciate the kind words, and thanks again for helping make the framework even better. If you enjoy using the framework, we'd also really appreciate it if you could leave a review on the Fab Marketplace; it helps us a lot and supports the continued development of the project.
Happy developing! 🚀
@hosna Unfortunately after more testing it still happens but its not permanent like before, after a certain amount of seconds it goes away. I'll be leaving you a good review later in the day 👍 .
@krazykracka Thanks for letting us know!
We'll continue testing it on our side to make sure everything is working as expected before we release the next update.
Thanks again for your support, we really appreciate it!
@hosna From what i can tell it happens when you get vomited on while in QTE. It goes away after a few seconds. Possible fix in screenshot.
@krazykracka Thanks for the explanation. The fix you suggested will likely resolve the issue👍 . I’ll also continue to investigate it further
@farshad After my seventh new start I got it now to the point where I know that everything that is Enemy-Related will work exactly how I want 😉 I really tried anything to use the enemies from the framework, I used new Key's in the BB, I used Enums, I used BTT's, I changed the BT and tried any possible way.... So in the end I made a new enemy and implanted it in the framework (Trace Line for weapons damage and in the pipe BP I also targeted the new enemy with a Tag to the apply damage node, now every effect happens to every hit to the bone I attack 😀
First it was a problem because of the new update, the Box Variable got deleted in the Attack Event, I used that before and your last video for me also changed a little bit because of the biting event.
But I grinded threw it and I think the next question you will read from me will be Merchant related things, like before, I also want to implement very special Items like turrets etc. xD you think I can achieve that with your BP_ItemMaster or do I need to make an extra widget shop for my turrets?
@herrstickman Awesome! I’m really glad you finally managed to get through it and build your new zombie. 😀
Yes, you can create a child of BP_ItemMaster for turrets. You can also extend BP_ItemDataAsset for turret-specific data, similar to BP_WeaponDataAsset which extends BP_ItemDataAsset and includes WeaponBaseData logic.
This same pattern can be applied for turrets as well.
The rest depends on your design direction, if turrets fit into the existing merchant flow, the current system should work fine. If they add a different gameplay loop like placement/defense mechanics, a separate shop system might be better.
