1- We did not change the default import settings. One thing to keep in mind is that in BP_ChainedLock, the BoltCutter mesh is scaled to 2. So if your replacement mesh is not the same size as the default bolt cutter, you'll need to take that into account.
2- For the fuse box, you can use the existing lock system as a starting point, but it isn't something that can be set up with just a few simple changes. You will need to spend some time understanding how the current lock system works, and then you can add your system to it 😀
Go to:
ModernSurvivalHorrorFramework/Blueprint/Interaction/Lock
There you will find 4 different lock classes. Create a new class for your lock system, implement the BPI_Lock interface, and use one of the existing classes (for example, BP_Panel_NoCode) as a reference.
Then, in BP_DoorBase, add a Child Actor for your new lock system, just like the other locks. Add a new entry to the E_LockType enum, and wherever LockType is used in BP_DoorBase (via Switch on LockType), add the logic for your new interaction there. The existing lock implementations should provide a good template for the overall setup.
Finally, you'll probably also need to update the "UseItem" function in "AC_Inventory". In the Tools section, you will need to add support for your new type. If the player is supposed to use a specific item to interact with the fuse box, that's where the interaction is handled in the inventory.
These are the main places you will need to modify. There may be a few additional references depending on how you implement your new lock type, so I recommend following the existing lock implementations closely.
Hello,it's possible to disable the aim offset of the player? So it wont look up/down when camera is moved with the pipe.
Also is a new tutorial coming for creating a new type of weapon? So it will be added to the selector in the overlays
@criss1818 Hey, simply open "ABP_SandboxCharacter" and remove the section of the node that I showed in the screenshot. This will disable AO. If you want it to be disabled only under specific conditions, you need to add a condition for it.
Yes, we are planning to make more tutorials 👍
Hello, i got this BP that i used to hide the player, i casted to the player character to get the mesh, but since the las update it no longer works, how can i hide the player now? Thanks!
@calo Could you explain it in a bit more detail? For example, what was it like before, what has changed now, and where exactly would you like to hide the character?
@hosna is a Point of interest BP where the player press a button the camera changes to show something. If the character is not Hidden it gets in the way.
Is it ok if i attach the BP?
Hello! How I can change the Zombie Attack Animations - hit animations and camera shake of the attacks?
I also saw the new improvements about 0.5 main menu,keep going!
I just have an important question,do you think the Modern survival horror framework will reach the 1.0 on Unreal Engine 5? I saw the live yesterday and it was really confusing on verse instead of blueprints,im not so into c++ or verse! Also can't wait for Puzzle V2!
@criss1818 If you open BFL_BaseGameLib, you will find the PlayCameraShake function. You can adjust the settings based on specific situations and customize the camera shake behavior.
For the enemy animations, simply open the Zombie class, click on the AC_AIBehavior component, and you will find all the animations in the Animation section.
About the future of the framework, yes, we will release Version 1.0 before UE6 launches. UE6 is still far from release, and you don’t need to worry. MSHF will continue to support the full Blueprint workflow on Unreal Engine 5 even after UE6 arrives. Our current focus is fully on Unreal Engine 5 and improving the framework.
Puzzle V2 is also planned, and we will share more details when it gets closer.
@farshad Perfect! I am also creating a healthbar on the HUD,I created a new widget blueprint and will add it in the bp of the metahuman in the graph.
Do you reccomend to call the Health variable inside the Create Binding in the "progress" details section of a progress bar selected inside the widget designer?
So it's basically a cast to a BP_metahuman,get player character from the object pin and then call the Health Float Variable connected to the return node of the binding function.
It's a really simple progress bar,just want to see if it can work with the health!
@criss1818 Casting should generally be used with care, especially inside bindings, since they can be evaluated very frequently. Instead, I recommend getting a reference to the Health Component in the widget's Event Construct and storing it in a variable. Then, simply use that stored reference in your Progress Bar binding. This avoids repeated casting and is a cleaner approach.
Also, the framework already includes a helper function called "GetComponent", which you can use to quickly get references to framework components.
@calo Check out this video. Here I show how to toggle the character's visibility. This method is for the third-person mode ,hope this helps 😊
@farshad Hello,how I can return to the legacy locomotion with the metahuman? So its with the state machine,also can the state machine ABP could be implemented in the 0.5?
I want to try and see how it goes. I already implemented a simple vault and removed the jump button for the gasp features
@criss1818 Currently, a locomotion system without Motion Matching is not included in the framework by default for third-person mode, but you can implement your own AnimBP with a State Machine and add it to your character class.
This is also under consideration, and we will likely add a State Machine-based ABP locomotion setup in the 0.6 update as a starting point for developers who don't want to use Motion Matching.
