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[Sticky] Support – Modern Survival Horror Framework

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 MW
(@mw)
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@hosna Awesome thank you 🙂



   
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Farshad
(@farshad)
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@realtimefatman Hey, Thanks for asking! Currently, we don't have any plans to add replication before the release of Version 1.0. After that, we'll evaluate whether it is needed based on future requirements.



   
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(@darkgrim75)
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@hosna  @farshad Hello could you please help me to make the pipe rotate so that it fits inside the interactable drawer? Thank you 


This post was modified 2 days ago 2 times by darkgrim75

   
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(@iamry4ndee)
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@farshad Hi! Where can I see the planned updates? I think I saw it somewhere but cant see it anymore.
Also, if we start working on the project now and an update comes out, will there be a step by step guide on how to manually apply the update to an existing project?

Id like to know if an AI companion is also planned.



   
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Farshad
(@farshad)
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@darkgrim75 By default, drawers are intended for placing any items except weapons. Firearms should be placed in the Weapon Locker instead.

However, if you want to place the Pipe inside a drawer, it should work. Select the drawer actor in the level and adjust the rotation of Item1 and Item2, which are the random item spawn points. Rotate them so the Pipe lies flat inside the drawer.

I tested this in the demo map, and the following rotation worked well. You can also make small adjustments to the spawn location if needed so the Pipe fits properly inside the drawer, assuming the drawer is actually large enough to fit it. 😀

Note: Do not place firearms inside drawers, as drawers currently do not support storing firearms by default. As a result, they will not be updated properly unless you implement the required support yourself.


This post was modified 2 days ago by Farshad

   
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Farshad
(@farshad)
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@iamry4ndee You can check the Roadmap section in the top menu of the website to see what's planned for future updates. The AI companion isn't planned at the moment, but it's something we're evaluating for future updates, and we may decide to add it.

Until the framework reaches V1.0, the recommended way to update is to download a fresh copy from the launcher and manually migrate your own changes to the new version.

After V1.0, we plan to add a DIY section to the website. Then, for each update, we'll provide a step-by-step guide showing exactly how to manually apply the changes, making the update process much easier.


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(@g4bri3lknight)
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Hi everyone,

I'm working with the template and enjoying it so far!

I have a quick question regarding the pickup interaction system. Right now, picking up objects requires the camera to be aligned almost perfectly at the center of the item. If the camera is angled even slightly away, the interaction prompt disappears.

Before diving into modifying the core Blueprint logic, is there an exposed variable (like an interaction angle threshold, trace radius, or view tolerance) that I can adjust to make the interaction detection a bit more forgiving for the player?

If not, could you point me to the specific Blueprint/Function handling this check so I can adjust the trace radius or dot product?

Thanks in advance for your help!



   
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(@iamry4ndee)
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@farshad Thanks! 

By the way, are there any other places where run speeds are set?
Adjusting X works but no matter how low I set the values in Y and Z, the speed of the character while strafing (left, right and backwards) is still ultra fast and not slowing down a bit even if I set it to 0, weird. Any advice?



   
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(@iamry4ndee)
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Posted by: @iamry4ndee

@farshad Thanks! 

By the way, are there any other places where run speeds are set?
Adjusting X works but no matter how low I set the values in Y and Z, the speed of the character while strafing (left, right and backwards) is still ultra fast and not slowing down a bit even if I set it to 0, weird. Any advice?

It seems that strafe speeds are also affected by X, however when setting it to values lower than 400, say 300, strafing slows down but the character starts limping when running forward. Any other way to slow down left right backward stafing movement?

 



   
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Farshad
(@farshad)
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@g4bri3lknight Hey, thank you for your question,

The interaction uses a line trace from the player's camera, and pickup actors(BP_ItemMaster) already have a sphere collision(InteractSphere) around them, so the player doesn't need to aim exactly at the mesh. If you'd like even more tolerance, you can increase the sphere collision radius on the pickup actor.

Also, the line trace distance is currently set to 500 in the CheckObjectInSight function inside BFL_BaseGameLib. You can increase that value if you want players to be able to interact with items from farther away, although it won't affect the aiming tolerance itself. Hope this helps! If you have any other questions or need more information, feel free to ask. I'd be happy to help.



   
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Farshad
(@farshad)
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@iamry4ndee The limping occurs because setting X too low forces Motion Matching and Stride Warping to over-compress the forward run animation. To fix this without breaking your forward gait, keep X at your standard baseline and only lower Y and Z for strafing and backward movement. Also, modifying your walk and run speed variables often requires adjusting Acceleration and Braking Deceleration too, as these are crucial for strafing to handle transitions properly.

Another option is to directly adjust the animation play rates and pose/blend weights to slow down the strafe movements. This lets you decelerate the motion without breaking the Motion Matching logic.

Also, there’s a helpful video explaining directional speed in the GASP that might give you a better understanding.
https://www.youtube.com/watch?v=UEvqFaFIrSw&t=1517s


This post was modified 1 day ago 2 times by Farshad

   
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(@iamry4ndee)
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@farshad Hi, ima check that vid out later.
For now, as I said above, Adjusting Y and Z doesn't reduce the speed at all when moving left, right, and backwards while holding shift. Even setting it to 0 didn't have any effect. Please check.



   
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Farshad
(@farshad)
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@iamry4ndee To break it down simply, X is your main base speed, while y and z act as directional anchors to blend speeds based on your movement angle. Setting y or z to 0 won't completely stop sideways movement because of diagonal vector blending and root motion. If you open the CalculateMaxSpeed function, you'll see a Map Range Clamp between 0 and 2 used to map that output.

First, make sure to reset the Walk and Run speed variables back to their default values, then open the CalculateMaxSpeed function, disconnect the node shown in the screenshot, and plug it directly into StrafeSpeedMap. This will ensure that the speed is slightly reduced during strafing.

Then, if you're still not happy with the result, an easier way to tune the speed for all forward and strafing in one without manually tweaking every value of vector in WalkSpeeds and RunSpeeds, open the UpdateMovement_PreCMC function and multiply the return value of CalculateMaxSpeed by a float variable, like a SpeedModifier set to 0.85 for a 15% reduction. This lets you scale everything down smoothly while keeping the Motion Matching logic intact! To adjust the speed up or down, I find a min/max range for it between 0.8 and 1.1 works good. You can make 2 variables for SpeedModifier, one for walk and another for run speed if you like!

Just to clear things up, this logic is taken straight from Epic's official GASP project and integrated as-is, so if you check the clean GASP sample, you'll find the exact same setup. It can be more complex than a normal locomotion system, which is why we have a plan to add a traditional State Machine / Blendspace Anim BP as an alternative to the framework.


This post was modified 1 day ago 4 times by Farshad

   
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(@iamry4ndee)
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@farshad Thanks for the advice. Ill try all these options. Appreciate it



   
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(@iamry4ndee)
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Hi, I have added all the sockets to my character instead of reassigning the skeleton which works perfect. Holsters, hand placement on weapon overlays seem accurate.
However, pressing aim while holding any ranged weapon brings the crosshair but the aim animation doesn't play thus no aim offset obviously. It stays on idle/relaxed weapon pose. Any clue on what I might have missed? Handgun can still fire the weapon though, while the shotgun and rifle doesn't. All 3 weapons wont play the aim anims.

Also, a deprecated warning keeps popping out in 5.7 in BP_CharacterBasedAdvanced (see attached screenshot)

Note: im on 5.7


This post was modified 8 hours ago by iamry4ndee

   
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