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[Sticky] Support – Modern Survival Horror Framework

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criss1818
(@criss1818)
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Hello! I cant find the data for changing animations locomotion on the abp_sandbox character...where I need to change them?



   
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Farshad
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@criss1818 Hey, you will need to replace the animations used in the Motion Matching databases. Please note that these are the default animations included with the GASP project.

You can find all of the databases at:

ModernSurvivalHorrorFramework/Demo/GASP/Animations/Data/Databases

There are separate databases for each movement type, such as Walk Start, Walk Loop, Walk Stop, Run Start, and so on.

Before making any changes, please keep the following in mind:

- Make sure you have a backup of your project before modifying anything.
- I highly recommend learning the proper workflow for replacing and configuring these animations first. some of them require adding Anim Notifies and Sync Markers to work correctly. Carefully studying the original GASP project is very helpful for understanding how these animations are set up.



   
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criss1818
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@farshad it looks really huge. Its possible to also think a something more like a state machine? what about weapons for run and walk? its in the overlay right?



   
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Farshad
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@criss1818 Yes, it's huge, and that's exactly why the locomotion feels so smooth and natural; it has a large motion database behind it. Yes, the weapons are implemented through the Overlay system.

Also, yes, you can build your own locomotion system without using Motion Matching if that's the approach you prefer. For example, in BP_Character_FP, the first-person arm system uses a State Machine in the Anim BP; you can find it in ABP_PlayerFP. So if you prefer to build your own locomotion using a State Machine instead of Motion Matching, that's completely possible.

However, you'll need to implement the traversal, crouching, and any other movement mechanics currently provided by the GASP system if you need them.

We also have plans to convert the legacy BP_Character_TP from Motion Matching to a State Machine in future updates, so it can be used as a sample for anyone who wants to build their locomotion system without Motion Matching.


This post was modified 3 weeks ago 3 times by Farshad

   
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criss1818
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@farshad All right,can I also change the walk forward or run forward just for test? I mean only these two,will it work if all the other anims are the ones from gasp?



   
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Farshad
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@criss1818 Yes, just make sure to check whether the original animation uses any Anim Notifies or Sync Markers, and add them to your replacement animation if needed. There are also some YouTube tutorials on the GASP Motion Matching system that may be helpful.



   
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criss1818
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@farshad Perfect! Where I can create the stamina variable ? On the metahuman bp player or inside the parent? Basically I want to decrease the float when I attack with close weapons,increase when player is not attacking. Can I also work with the health variable for a hud on the bind side?


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Hosna
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@herrstickman Since you say it works fine in the demo map but not in your new level, it's possible that something isn't configured correctly in the new level.

Let's troubleshoot it 🙂

Please create another fresh level, set the correct Game Mode, and place a Storage Box in the level(to avoid any unexpected issue).

Then open the OverviewMap, copy the Pipe and Rifle actors from the World Outliner, paste them into your new level, and test it again.

Let me know if the issue still occurs after that.



   
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Hosna
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@contracultist The part I showed you is exactly where the player interacts with the door by pressing the interaction key.

About your other question... you simply need to disconnect the node under OnComponentHit in BP_DoorBase. if you do that, the doors will no longer open when the player collides with them, they will only respond to the interaction key pressing 😊



   
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78842aebcac1db3aaf3cb4e82f57466ef5eed210ccd74365867c3398e0342ce2?s=80&d=mm&r=g
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@hosna Update: even  if I place a rifle or any weapon with correct id's in the demomap, they have the same problem like in my test level...
there it matters which weapon you got first. If you found the pistol from the demo before, then the pistol is working correctly, the other way around, if you take the rifle before the "rifle in the demomap", then the full magazine failure enters.



   
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Hosna
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@herrstickman Thank you for the update. Please try the following so we can narrow down where the issue is coming from. I just tested every possible scenario across all maps on my end, equipping and unequipping different weapons, using shortcuts for them, and I wasn't able to reproduce the problem.

Please download a fresh copy of the latest version. Open OverviewMap. It already contains one Rifle, one Pistol, and one Pipe... Please test only those three weapons and let me know if you still encounter the issue. In other words, don't add any new weapons to the level; just test the default ones that are already there. The goal is to determine whether the problem is introduced during the process of adding weapons to the level, or if it's caused by something else.

Thank you very much for your patience and cooperation ...I really appreciate it.


This post was modified 3 weeks ago by Hosna

   
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(@herrstickman)
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@hosna OHHHHHHAAAAAAAAA !!!!!!!!!!!!!!!!! This is really a next level glitch 😀 😀 😀 😀 

Now I know 100% where the bug exactly is. I tried every way, in every Level or Map 😉 very important, I use the normal bp_playercharacter 😉 and for weapon "Pick-Up Montage" I use number 3, but NOT the UE4 skeleton 😉

Bug = If you use Pick-Up Montage number 3 for UE5 character for weapons, then FULL Ammo-Magazine for every switch/swap/unequip 😉

Weapons Details Panel = Pick-Up Montage is the area where the glitch must be, I didnt tested the other pick-up montages though 😉


This post was modified 3 weeks ago by HerrStickman

   
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Hosna
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@herrstickman Excellent! That is s a huge step forward, Thanks for taking the time to narrow it down. now, I found the cause. 😊 

Weapons dont require a PickUp Montage. Unlike regular items, weapons use the Inspection system after being picked up, so there's no need to assign a PickUp Montage to them... Simply leave the Pick-Up Montage field empty for weapons, and the issue should be resolved.

If you're intentionally trying to use a Pick-Up Montage for weapons (similar to how regular items work), then thats a special use case. In that case, we'll need to investigate why this behavior occurs. but In the framework's default workflow, weapons should enter Inspection Mode immediately after interaction. Because of that, they don't require a Pick-Up Montage like regular items do... Please check it out and let me know whether the issue is resolved.

 



   
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Hosna
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@herrstickman

Update: When you don't use the Inspection system, the TempInspecWeaponInfo variable never gets updated with the correct data, which is what causes the issue.

If you follow the framework's default workflow (using Inspection), everything works as expected.

However, if your goal is to remove the Inspection step, you'll need to update the TempInspecWeaponInfo variable. Once it's updated correctly, the issue is resolved 😊 



   
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78842aebcac1db3aaf3cb4e82f57466ef5eed210ccd74365867c3398e0342ce2?s=80&d=mm&r=g
(@herrstickman)
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@hosna Okay, that I didnt know that weapon by default shouldnt use pick-up anims (I tested every pick-up anim, glitch happens at that moment).
But problem solved, then I will leave it free and open.

Picking Weapon up with anim montage = without inspection, just the anim montage I choose.

Picking Weapon up without anim montage = Inspection mode like normal 😉

But just so you know, because I was testing my "old" way from before WITH the pick-up 3 montage + the changings I did from the Screenshots that I deleted, it works perfectly fine, I could upgrade the weapon and store and save it etc. and the weapon acted like normal in every way + the pick-up montages worked.
So if anyone wants to go that route, by my testing results it will work fine 😉 But, I will go the normal route 😀



   
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