@farshad I see,sounds good I can only suggest a state machine with the weapons locomotions for example,so we can duplicate the nodes for the other weapons and change the locomotion animations from there when one is equipped.
Is also a weapon durability feature considered?
Hello, i have this issue with the enemies, they can grab me and do damage, but the normal attack no longer do, doesn´t trigger visual response from the character either.
@calo When does this occur? Does it happen only after enabling the Grab and Bite system, or did you make any other changes as well?
@criss1818 The Durability variable already exists in the weapon Data Asset, so you can use that by decreasing its value while the character is using the weapon. As for a complete durability system, we'll look into it and evaluate adding it to the roadmap for a future update.
@hosna No i haven't made any changes, i migrated the project to the last version of the framework and the grab attack was on by default. I am not at home right now, when i get back i'll try to turn off the grab and check.
@calo By default, this shouldn't occur when there's only a single zombie.
However, I recommend manually applying the fix described in the following documentation as well. This fix is already included by default in the next update, but applying it now may resolve the issue in your current version:
@hosna i can´t access the documentation on the link you provided, it says password incorrect (is correct), is there any way to reset the password?
Hi,
Everything is working smoothly so far—no issues at all—and the skeleton swapping system is incredible... It’s very practical and modular. I do have a question, though: how do I change the AI's specific animations? For instance, there’s one animation for walking and another for attacking... I just want to make sure that changing the attack animation won't mess up the character's damage system.
I asked because above the AI damage animation, the AI attack and aggression animations are empty. But the AI walks and attacks anyway (it came with those animations), so I wanted to change the walking and attack animation... And also remove the AI vomiting.
I would also like to add a wider variety of animations for it, as well as other types of behaviors.
(I'm using FP (First Person Mode)).
Side note: I think it's amazing that you separated the variables for animations based on the AI's hit zones. That final pause before the AI collapses looks spectacular. And the best part is how lightweight the AI is—it doesn't overload the CPU; the spawning process is incredibly smooth. Congrats!
=)
Thank You.
@calo Try opening it with a different browser, or clear your browser cache, I checked it a moment ago and everything seemed to be working normally.
Hello I really like the first person mode and i was able to swap the character mesh so that if I look down I see the clothes and shoes. the issue is the other arms are always UE4 I try to assign skeleton for the arms i want to use SKM_FPS03_Arms_UE4_Full_03 (that are in ue4) but it has missing bones. I tried to retarget animations but same. Could you please help me to replace the white arms with this asset. thank you
@gamestart I'm glad to hear everything is going well for you 😊
Changing the enemy animations is pretty straightforward. Just open BP_AIZombie( not master class), click on AC_AIBehavior, and you'll find the Animations section where all the animation references are assigned.
Also, if you replace any of those animations, make sure to check whether the new animation assets include the required Anim Notifies, and update or recreate them.
@darkgrim75 Hey First of all, welcome to the community! We're really happy to have you here 😊
Regarding your question:
Does your arm mesh use the standard UE4 Skeleton? If it does, simply right click on the mesh, go to the Skeleton section, click Assign Skeleton, search for SK_Mannequin_Skeleton, and click Accept.
After that, you can replace the default mesh assigned to FPMesh with your own arm mesh.
@hosna I tried clearing the browser cache, tried 3 different browsers (and on my phone), but still says Invalid Password T_T
@calo Hey, thanks for trying that. Since it works on our side, it seems like the password itself is OK.
Could you please open from here and try typing the password manually instead of copying/pasting it? Also make sure Caps Lock is off and your keyboard language is set to English.
If it still doesn't work, could you please send us a short screen recording showing the steps you take and the error message, either via email or through the contact form in the website menu bar?
Thank you for reply. It seems it is UE4 skeleton but gives me red bones errors. I tried also other ue4 arms as you described but same issue.
