@herrstickman Yes... thanks for your patience throughout the troubleshooting process 😀
If someone wants to use a pick-up animation for weapons and If you have tested your solution with the Save Load system ... then it should be a good solution for that specific use case
Thanks again 😊
@hosna @herrstickman Hey, I've moved your discussions and troubleshooting here in the support topic. It seemed more appropriate to keep it in the support section instead, so others can read the discussion and benefit from it as well.
Hey guys, I'm trying to find a logic that tells the player character to holster their weapons before using a ladder. I've added new systems like rappel or wall climbing and if player character doesn't holster their weapons it obviously breaks all the animations. Sooo, I was thinking I might re-use the method you used for the ladder, but I can't find it nowhere 🤔
Hello guys.
I'm in UE 5.6. in First Person mode.
Can't open drawer BP_INTERACTIONDRAWER is always as a normal interaction item that goes to inventory.
I want to interact with this furniture as it is intended to open the drawer but it behaves like a normal inspect item that goes to my inventory.
Attached you will find the video showing this.
How can I fix it?
Thanks in advance
Hello guys.
I'm in UE 5.6. in First Person mode.
Can't open drawer BP_INTERACTIONDRAWER is always as a normal interaction item that goes to inventory.
I want to interact with this furniture as it is intended to open the drawer but it behaves like a normal inspect item that goes to my inventory.
Attached you will find the video showing this.
How can I fix it?
Thanks in advance
Hey, welcome to the community forum 🖐️. I am here to assist you.
Whenever you add a drawer or any other object to the environment, make sure that you first assign an ID to it. Also, for Drawers, set the Object Type to Drawer, as shown in the image I sent.
Additionally, make sure to choose a unique ID for the drawer itself, and if you place an ammo item inside it, assign unique IDs for that item as well.
You can also check the drawers in the Overview and Demo levels as references and examples.
If you have any further questions, we are here to help.
@g-guzmanloma You're welcome. Whenever you have any general questions, you can ask them here, as this thread is mainly dedicated to support for the Modern Survival Horror Framework. Once again, thank you for being part of our community 🙂 You can also talk about your projects and ideas in the Community section if you'd like.
Guys, where I can change static mesh for flashlight that is attached to player's character body mesh? I was sure it was a static mesh component in character's blueprint, but I can't find it.
Hey guys, I'm trying to find a logic that tells the player character to holster their weapons before using a ladder. I've added new systems like rappel or wall climbing and if player character doesn't holster their weapons it obviously breaks all the animations. Sooo, I was thinking I might re-use the method you used for the ladder, but I can't find it nowhere 🤔
There are two functions in AC_Interact called BeginWeaponSuppression and EndWeaponSuppression that are specifically intended for this purpose. You can use them.
Guys, where I can change static mesh for flashlight that is attached to player's character body mesh? I was sure it was a static mesh component in character's blueprint, but I can't find it.
In AC_Data, the Flashlight variable refers to the flashlight mesh. The flashlight socket, spotlight for flashlight, and other related settings are initialized in the CreateNecessaryComponents function.
Hello,
I can't add the weapon... I can't start with the weapon.
I selected everything correctly in the inventory, but nothing happens; it selected the 4 weapons directly. - Even though I didn't add 4 weapons, they show up anyway.
I couldn't find any information about this in the documentation.
There is only the place to change it (information), but no details; the documentation regarding the inventory is very general.
I am using the latest version and the FPS setup.
@gamestart Thank you for your question. I hope I understood what you mean correctly.
If you mean how to make an item such as a pistol, ammunition, or a health item automatically get added to the inventory at the beginning of the game, it is simple. You can follow this 5-minute video to set it up. The correct way to add items to the inventory immediately when the game starts is to follow this approach.
Just keep in mind that the items you want to add automatically at the start of the game should not exceed the available inventory slot capacity.
If you have any other questions, I am here to help. Also, this feature will be added directly to the framework in the next update.
Regarding the documentation, yes, it is still being improved and expanded. The inventory section of the docs will receive more content in future updates, including both written guides and videos. We are waiting until those updates are completed before fully expanding this section and covering it in more detail.
In Summary:
- Open BP_ItemMaster and create a new Boolean variable called AddInGameStart. Enable Instance Editable to expose it in the editor.
- In BP_Gameplay, add a Sequence node at the game start event. Connect all existing logic from the Begin Play event to the first output pin of the Sequence to keep the current functionality unchanged. For this setup, we will use the second output pin of the Sequence.
- From the second pin, add a Branch node to check the value of AddInGameStart. If AddInGameStart is set to True, the item will be added to the inventory automatically when the game begins.
- Add a short delay (for example, 2 seconds) to make sure the inventory component is initialized properly.
- Get the AC_Inventory component and add another sequence node and in the first output pin check the item type:
- If the item is a weapon, use GetWeaponInfo to retrieve the weapon data.
- Add the weapon data to the Collected Weapons array inside AC_Inventory.
- Finally, in the second output pin of the Sequence, call AddToInventory, pass the item data, and destroy the actor after it has been added successfully.
@farshad Hello,
That is exactly the problem...
But I did everything shown in the video, and it still didn't work.
I tried selecting other items, and that didn't work either.
note: I grouped the code more closely so it would be more clearly visible in the image.
I am not using the third person; I am using the first person (FP).
@gamestart The video example I sent has been tested in both first-person and third-person modes, and it works correctly. This has also been confirmed for the upcoming update and will be included in the framework.
If you follow the steps shown in the video, it should work without any issues, just as demonstrated in the final result. It's possible that something else has been modified in your project.
Could you please test it in a fresh, clean version of the framework and let me know the result? If you still experience the issue, it would be very helpful if you could record a video showing the exact steps you follow and the final result. That will allow us to verify the process and identify where your issue might be occurring.
@farshad I've verified that the problem is that this code requires the weapon to be on the map to go into the inventory. If the weapon isn't on the map, it won't appear in the inventory.
(example: just having this weapon in the game, the player starts with the pistol, and it won't be on the map). But the inventory isn't pulling it from the folder, but from the map.
And when I activate it on the pistol, it fires, disappears from my hand, and duplicates in the inventory. But if I pick up the pistol on the map, this doesn't happen. It only happens if I select for the pistol to start in the inventory. (video)
I'm using the latest version available, and I haven't made any changes, I only added to the inventory (which is standard for Unreal), but then I reset everything, I didn't know it was still in code. I didn't make any drastic changes to the project.
Hi, how are you?
I have a question.
I’d like to know if the BP_AISpawner spawns only one zombie at a time, or if I can add more than one zombie using a single BP_AISpawner.
I ask this because I tried adding more than one—as shown in the image—but they didn't appear. (I used the same zombie Blueprint—duplicated—and a child Blueprint; they all worked fine, but the zombie only appeared in one location).
I’m running into this issue in my project and would like to know if you can help me understand whether each BP_AISpawner spawns just one zombie or multiple ones. I saw the information about the BP_AISpawner in the documentation, but I didn't see anything specifying whether it handles only a single AI instance or if it's possible to set up more.
Note: I really like the automatic spawning idea—instead of having the AI already placed in the scene—because it makes the project much more optimized.
Thank you.
