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[Sticky] Support – Modern Survival Horror Framework

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Hosna
(@hosna)
DEVELOPER Admin
Joined: 6 months ago
Posts: 353
 

@criss1818 Hey criss! I think we posted our replies at the same time😊, so you probably didn't see mine. I replied just above your comment.

If you still have any questions or if there's anything you'd like me to clarify, I'd be more than happy to help! 



   
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(@iamry4ndee)
Active Member
Joined: 6 days ago
Posts: 8
 

Hey guys, I briefly opened the project last night to check if ALS overlays are implemented but did not see any signs of it being added.

I might have missed it right? If its not implemented by default, how are poses handled for weapons and other stuff?



   
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Hosna
(@hosna)
DEVELOPER Admin
Joined: 6 months ago
Posts: 353
 

@iamry4ndee Hey! Thank you for your question, ALS is not used by default in the framework.

We implemented an Animation Layer Overlay section... If you open ABP_PlayerCharacterUE5, you should be able to find the overlay layer there. It's used to handle different weapon poses and animation variations for the weapon types included in the framework.



   
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(@g4bri3lknight)
New Member
Joined: 5 days ago
Posts: 2
 

Hi Farshad/Hosna,

I just picked up the Modern Survival Horror Framework and I'm trying to swap in my own MetaHuman character in place of the demo one used in BP_PlayerCharacter_MetaHuman.

While checking the setup, I noticed that the Mesh component (Body) in BP_PlayerCharacter_MetaHuman is using the SKM_UFN_Mannequin skeleton rather than the native MetaHuman skeleton. My own MetaHuman (created in-editor via MetaHuman Creator) uses the standard MetaHuman skeleton, so it looks like I'd need to retarget/convert my Body mesh onto SKM_UFN_Mannequin (via IK Rig + IK Retargeter mesh conversion) to make it compatible with the existing Motion Matching/GASP animations.

Before I go down that path, I wanted to ask:

1. Is IK Retargeter mesh conversion the workflow you'd recommend for swapping in a custom MetaHuman on the Body, or is there a simpler/official way you use internally?
2. Since Face is a separate skeletal mesh component from Body, can I just swap Face + grooms directly with my own MetaHuman's Face/grooms, without touching the Body skeleton at all?
3. Is GASP (via BP_CharacterBaseAdvanced) fully working with a custom MetaHuman Body once it's on SKM_UFN_Mannequin, or are there extra steps/gotchas specific to MetaHuman bodies (proportions, physics asset, etc.)?

Thanks a lot, really enjoying the framework so far!



   
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(@g-guzmanloma)
Active Member
Joined: 3 weeks ago
Posts: 5
 

@farshad Hello, Farshad! 

I followed the video but how do I make my pawn's shadow to reflect the change? the projected shadow from it remains the UE4's one.



   
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Farshad
(@farshad)
DEVELOPER Admin
Joined: 6 months ago
Posts: 351
Topic starter  

@g-guzmanloma You need to assign your character's body mesh to both the Mesh and Mesh_Leg components so that the mesh is visible and its shadow is rendered correctly.


This post was modified 4 days ago 2 times by Farshad

   
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Farshad
(@farshad)
DEVELOPER Admin
Joined: 6 months ago
Posts: 351
Topic starter  

@g4bri3lknight Hey, welcome to the community forum! We're happy to have you here.

The MetaHuman skeleton is supported by default, and the framework already includes a default MetaHuman character. We have included the same IK Retargeter asset that Epic used in the GASP sample project and already configured it on BP_PlayerCharacter_MetaHuman, so everything is set up and ready to use.

You can follow this video, which demonstrates how to add a new MetaHuman to the framework. Also, take a look at Section 9: Character Classes Overview in the documentation.

If you still run into any issues, let us know. I'd be happy to help!


This post was modified 4 days ago by Farshad

   
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79e55bf3c7db2d0b2e38cd501bb226a7
(@g-guzmanloma)
Active Member
Joined: 3 weeks ago
Posts: 5
 

@farshad It worked. thanks a lot Farshad! I will post my project that uses your framework I think you will like it!



   
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(@kurylo3d)
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Joined: 4 days ago
Posts: 1
 

Trying to follow your bite animation tutorial with the exact animation pack you recommended. I am at the step of switching out animations in AM_Placeholder_Bite_Attacker ....I do not see the new animations in the asset browser at the bottom right. Are we missing a step in the video? Do we need to retarget? When i type by name into anim reference it finds the animation for preview but wont save .


This post was modified 4 days ago by Kurylo3d

   
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Hosna
(@hosna)
DEVELOPER Admin
Joined: 6 months ago
Posts: 353
 

@kurylo3d Hey, welcome to the forum 😊 

Have you retargeted the animation pack you're using to the same skeletons used by the framework?

Specifically:

- Zombie animations must use the SK_Mannequin_Skeleton skeleton located at:

ModernSurvivalHorrorFramework/Demo/Characters/Mannequin_UE4/Meshes

Player character animations (if you're using the default UE5 character) must use the SK_Mannequin skeleton located at:

ModernSurvivalHorrorFramework/Demo/GASP/Characters/UE5_Mannequins/Meshes

In other words, the first step is to retarget your animation pack to these two skeletons, then replace the placeholder animations in the Anim Montages with your retargeted animations.

Please try that, and if you still have any questions, I'll be happy to help.

Also, make sure to read the Grab & Bite section of the documentation(Section 22). It contains a few important notes that will be helpful, before the next update is released.



   
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Farshad
(@farshad)
DEVELOPER Admin
Joined: 6 months ago
Posts: 351
Topic starter  

@g-guzmanloma You are very welcome. I am glad to hear it worked. 

I love to see your project when it is ready. If you like, please share it in the Community section of the forum. Good luck with your development!



   
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(@realtimefatman)
Patreon Hunter Registered
Joined: 4 months ago
Posts: 3
 

Hey everybody, I was wondering if you plan on adding replication to this? I really want it for a project that I am thinking of and I really don't think I will be able to do it correctly.



   
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 MW
(@mw)
Active Member
Joined: 3 months ago
Posts: 8
 

@Hosna Thank you for your reply :). sorry it was a late thank you from me i lost track of time. 



   
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 MW
(@mw)
Active Member
Joined: 3 months ago
Posts: 8
 

Are we able to make a new ui and use it instead of the standard ui for the inventory?



   
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Hosna
(@hosna)
DEVELOPER Admin
Joined: 6 months ago
Posts: 353
 

@mw Yes, but it isn't a plug-and-play replacement.

You'll need to connect your new UI to the logic in AC_Inventory, and since some functions were designed for the current inventory style (RE3 grid system), you will need to modify or create several functions depending on your new design. We tried to keep as much of the core logic as possible inside the components rather than the widgets. However, some important functionality is still implemented in the widgets, for example, the navigation between inventory slots.

Over the next updates, we'll gradually move more of that logic into the components to make customization easier.


This post was modified 3 days ago 2 times by Hosna

   
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