Thank you
I tested the character that i swapped with the actual mesh called sam works (screenshot) but i guess my arms that replace the white default are not using ue4 skeleton even if it says ue4 arms. If it is ue5 is there a way to use them? Or if you may know realistic arms that could test thank you
@hosna
Hi so I got the arms I opened with UE4.27 and migrated to UE5 but when i replace they all look distorted and bones missing.
I just need to replace the white grey default arms with other realistic. Thank you Hosna
Hi,
Thanks for showing me that. It’s strange that some AI Blueprints didn't have any animation at all, yet the AI was executing them.
That was actually my question... Because if I change the animation, nothing happens to the character—it attacks but deals no damage. I couldn't find anything in the Blueprint variables, since the animation asset only handles the skeleton's behavior.
If I add an element, do I have to build new code from scratch for it to deal damage or accept the animation?
That’s the part I found confusing.
As for the walking animation, I couldn't find it. What I have here are Animation Sequences (AS), not Animation Montages (AM). I'm also not sure if the "Bit Attacker" is part of the walking logic, as I couldn't locate it.
Note:
I’ve run into an issue where the AI is hovering slightly above the ground; it doesn't align properly with the terrain. Another problem is that the AI slides too much while walking.
These issues don't appear on very flat terrain.
However, on uneven terrain—or even inside a house or castle where the flooring varies (like stone or wood)—the problem becomes very noticeable.
@darkgrim75 Just wondering, did you get a chance to try the asset pack I shared earlier? 🙂
We've personally tested that pack and were able to add its realistic arms to the project without any issues. So if you're mainly looking for a realistic set of arms, that free pack should be a good option to test with.
Also, after replacing the arm mesh in the pack, please try closing the project completely and reopening it. Sometimes Unreal Engine can display the mesh in a distorted state right after a replacement, but a full restart of the project refreshes everything correctly and resolves the deformation.
Let me know how it goes after testing with that pack 😊
hello thank you sorry i thought the free asset was only body mesh but has the arms also. So I replaced mesh arms and to make it work I had to retarget all the animations and insert the new BP anim and all works. 🙂 Excited to see more improvements for the first person view like example showing hands when inspect objects or notes and use of a flashlight with animations. I know that the forgotten puzzle 2 is on the way, will the forgotten puzzle 1 work already with first person and modern framework? Thank you for updating always the project and for the excellent support.
@gamestart You are welcome😊
If you only add more animations to the existing arrays animations, you won't need to write any additional logic. The framework will automatically select and play animations randomly from those arrays... However, if you want to introduce a completely new and unique behavior, then yes ... you'll naturally need to implement the logic for that behavior.
As for the walking animations, they are set up through Blend Spaces. The zombie uses two different Blend Spaces and select one of them randomly. You can open both Blend Spaces and replace the existing placeholder animations with your own unique animations. I have attached a screenshot showing their location.
Regarding the zombie's feet sliding while walking, the zombie walking animations are simple. if you replace them with your animations and carefully adjust the character's movement speed to match the stride length of the walking animations. This will significantly reduce foot sliding.
For the character appearing slightly above the ground, since you mentioned that this does not happen everywhere, I would recommend checking the collision setup of the affected area. It may be worth verifying that the ground collision is configured correctly in that specific section of the level.
@darkgrim75 Glad to hear you figured it out! 😊
Yes, The Forgotten Puzzle 1 works with both First Person and Third Person modes. However ... depending on your specific setup, you may want to customize certain sections to make them fit better with a first-person experience.
For example, Forgotten Puzzle does not currently support mouse interaction (which we may add in the future). It works in the style of classic puzzles, using keyboard and gamepad controls.
We're continuously working on improving both the framework itself and the add-ons we release alongside it over time ...Thank you for your kind words and support, it's always appreciated!
Hello! Which one is the best way to retarget the Zombie UE4 Skeleton to a metahuman for now? I am currently working on the QTE Grab,just taken the animations!
Also,I have created a new input action as fastrecovery button,there is any way to connect the recovery items (I have changed the mesh of them in different medikit on colors and syringe),how I can do for reference the health items? It's better to do it inside the BP_Metahuman or directly in the parent? Also do I need to use cast and reference them ? Considering the input is set to pressed 🙂.
Is possible to integrate the QTE system inside the level sequence like an event connected inside the level sequence graph directly?
I also saw the change on 0.5,hope the 0.6 will have both new inventory and stalker enemy!
It will also be possible to change the flashlight main animation handle and mesh in the 0.5?hope the state machine for 0.6 will be also included as sample
Hello,
Thanks for the help; I'll check out those steps.
However, I still have a question regarding the animations, as I mentioned before. I added an attack animation, and the enemy attacks, but it doesn't deal any damage to the character.
I add the animation, and it doesn't cause damage to the character.
Regarding the addition of new animations, that is precisely what I am asking about, because I cannot find where to add the logic for new animations within your code.Regarding the addition of new animations, that is precisely what I am asking about, because I cannot find where to add the logic for new animations within your code.
Hi, I was wondering a more detailed step by step explanation on how to change the UE4 arms from First Person because I tried following the tutorial you have but it seems to work only for me in the third person mode.
I have the UE4 character that I want to use.
Thanks in advance!
@g-guzmanloma Hey, thanks for bringing your question to us. I am happy to help you here.
Please check out this video, which was created specifically to help resolve your issue. We will also add it to the MSHF documentation so it can be useful for other developers who may run into the same question in the future.
If you have any other questions, please don’t hesitate to let us know. We will be happy to help!
@criss1818 Hey, The easiest and best approach is the standard retargeting workflow 😊 Just create IK Retargeters for the current Zombie skeleton and MetaHuman skeleton... Since the Zombie class isn't nearly as complex as the Character class, retargeting it shouldn't be too difficult.
For accessing the recovery items through your input action, you can use the InventoryItems array inside AC_Inventory. Based on the item's type, if it's a Potion, then it's a recovery item. From there, you'll have access to all recovery items and can implement your own logic to decide which one to use and connect that logic to your custom input action.
All input actions are handled in the main parent class, BP_CharacterBase, so I recommend moving your new input there and implementing it in the Input Data section. then you can implement the logic for accessing and using the recovery items inside AC_Inventory
Regarding the QTE system and Level Sequence... yes, it's possible. However, depending on how you want to implement it, it can become a bit challenging.
As for the roadmap, hmm, things can change depending on what we're working on during the week 😀
One thing I should mention is that the roadmap is still subject to change, so some of the items listed there may change along the way. That's why those cards are labeled "Consideration", it means a feature might be postponed, removed, moved to another update, or even expanded if we have the time. Sometimes new features that weren't on the roadmap can also show up in an update.
We're always trying to keep the roadmap as organized and accurate as possible, but game development is a pretty dynamic process, so priorities can naturally shift along the way. 😊
@hosna thank you! Just editing the doubled reply now,so it will be less space here!
Yes I understeand,I will continue to support the framework till the end,just want to say that I can't wait for the stalker and new inventory! Also I will surely use the cutscene player interaction,looks really interesting!
@gamestart It's probably because your attack animation doesn't have the StartDamage and EndDamage Anim Notifies added, right?😊
If you take a quick look at the default Zombie attack animations montages, you'll notice they already include those notifies. They tell the system exactly when the zombie should start dealing damage and when it should stop. Just add the same notifies with the exact same names to your new Anim Montage, and it should work just fine. (I attached screenshot)
Also, for the best attack behavior, I'd recommend use Root Motion animations for zombie normal attack animations. That usually gives you much more natural results and are fit with zombie behavior tree setup.
As for your second question regarding new animations, could you tell me a little more about the new logic you're trying to implement with animations? so I can point you in the right direction. 😊
