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[Sticky] Support – Modern Survival Horror Framework

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 CaLo
(@calo)
Trusted Member
Joined: 7 months ago
Posts: 88
 

Hi!, a question about the door loading level funcionality, How can i disable (or control) the camera movement?, some of my interior levels dont´t have ennough room for the camera to move up?, and a request, it would be to much trouble adding a promp, Enter? Yes/No, thanks for all the work!



   
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criss1818
(@criss1818)
Patreon Supporter
Joined: 4 months ago
Posts: 50
 

Hello! How I can change the hit reaction and blood material for the player and zombies ?

Also there is any chance to take the L3 Input for running instead of L1 on the controller and when released it turns back on walk?

Do I also need to move the duplicated blueprints in my main folder when I will need to move to the next update? So all the animations,damage and sockets will be saved,as well with all the animations already retargeted on the metahuman,Im also waiting for a tutorial on adding a new weapon type,so it will also be added to the overlay in the ABP.

Also,some of my animations looks bad on the metahuman but good on the uefn,there is an explanation for this? Is the metahuman trying to get the pose from the uefn character? 


This post was modified 2 months ago 2 times by criss1818

   
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Farshad
(@farshad)
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Joined: 7 months ago
Posts: 468
Topic starter  

@iamry4ndee Assigning the skeleton directly would have made the setup a bit easier, but your current approach should work as well.

Could you please check your Animation Blueprint and make sure the "IsAiming" variable becomes true while aiming? This variable gets its value directly from the "AC_Combat" component attached to your character.

Regarding the deprecated function, those functions are mainly used for GASP and not in framework logic; however, please replace the highlighted section in the screenshot with the current functions. That will bring everything in line with the latest update.

This was updated in version 5.8. Since version 5.7 was branched directly from 5.6, that part wasn't updated. Simply follow the screenshot, and everything should work as expected.


This post was modified 2 months ago by Farshad

   
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Farshad
(@farshad)
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Joined: 7 months ago
Posts: 468
Topic starter  

@calo Yes, you can easily disable it. Select the door actor, then in the Details panel you'll find a boolean option called CameraTransition. Uncheck it, and the camera will no longer move upward when approaching a door that performs a level transition.

Thanks for the suggestion! We'll review your idea and see if it fits in future updates 👍 



   
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B56c20ecf128d61ecd421d8ec6f1cb89ec05628f36d095ae26b8faa41a84594d?s=80&d=mm&r=g
(@iamry4ndee)
Active Member
Joined: 2 months ago
Posts: 17
 

@farshad Hello! Thanks for getting back to me. Yes, is aiming bool prints to true from the ABP, I tested it yesterday. 

I havent changed the project much tbh other than changing the mesh. I will probably do a major work on it once the new update with main menu and settings comes out so i am not sure what went wrong here. Wonder if the curves in the aim anims has anything to do with it, or perhaps if I need to retarget the aim anims to my mesh? not really sure. 

 

 



   
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Farshad
(@farshad)
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Joined: 7 months ago
Posts: 468
Topic starter  

@criss1818 Hey Cris,

I marked the locations to add or modify the blood emitters and blood decals for both the player and zombies in the screenshots.

For the player, you can add your implementation in the "PerformDamage" function inside "AC_Health".

For the zombie, the bullet impact decal on the body and the blood emitter are handled in the "WeaponLineTrace" function located in "AC_Combat". The blood splatter decal on the ground is handled in the "ApplyBloodDecal" function located in "AC_AIBehavior".

Regarding changing the input for sprinting, yes, you can change it.

As for upgrading to future versions, if you already have a folder containing your own assets that are not directly connected to the core system, such as retargeted animations, materials, or other custom assets, you can migrate those to the next version. However, when a new version is released, that version should be used as the new base, and your own code and modifications should be migrated into it.

The MetaHuman setup already includes a retargeter that takes the locomotion animations directly from GASP. It's the same Epic Games retargeting system without any modifications, so the locomotion quality is identical. However, if you have your own custom animations that you want to use with MetaHumans, you'll need to retarget them properly to maintain the same animation quality.



   
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Farshad
(@farshad)
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Joined: 7 months ago
Posts: 468
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@iamry4ndee You can also check the WeaponType variable to see if it is being updated correctly in your custom AnimBP.

Also, in the new AnimBP you created, check if the Overlay AnimLayer is actually being used (is the logic reaching there?). The aiming logic is handled in that part. As you using a different skeleton, make sure the aim animations have also been retargeted correctly as well.

Finally, I'd recommend downloading a fresh copy of the project and testing it using the skeleton reassignment method. Then compare your AnimBP with the default one step by step. You can use Print String to debug the variables and verify that they're updating correctly. This should help you identify which part is missing or wasn't set up correctly in your custom implementation.

If reassigning the skeleton doesn't cause any issues for your character, I'd recommend sticking with that approach, as it's the most reliable setup and makes future updates much easier to integrate.


This post was modified 2 months ago 3 times by Farshad

   
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criss1818
(@criss1818)
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Joined: 4 months ago
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@farshad thank you,for the grab data asset I just need to duplicate the first and then replacing all the animations with a second zombie (The first was the UE4 Skeleton of the framework),replacing it in the blueprint with the changed placeholder animations,can I ask if this thing can also be done with metahumans?

Also how I can control the gameplay grab camera? Do I need to control it inside the blueprint of the metahuman in the components section?

 

For some of the ue5 skeleton the animations on the framework looks good,but yeah once it will added on the enemies they can surely work,im mostly asking if this can be also used with the retarget for some animations,and then I will update the wrap points in the new grab data asset!

Also just want to point that you need to retarget the animations of the grab on the ue4 skeleton and ue5 skeleton of the framework,or the placeholder animations will not be changed,was really easy to understeand but in the video this was not pointed. 

Can I also ask how the qte system is controlled? Can I change how many times the player can press it for escape or is handled on time?


This post was modified 2 months ago by criss1818
This post was modified 1 month ago by criss1818

   
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B56c20ecf128d61ecd421d8ec6f1cb89ec05628f36d095ae26b8faa41a84594d?s=80&d=mm&r=g
(@iamry4ndee)
Active Member
Joined: 2 months ago
Posts: 17
 

@farshad Hi there, I seem to be having a very weird issue. 

So, If I aim the weapon using my custom character inside any of the demo maps in from your template, I can aim and fire weapons with zero issues.
The moment i switch to my own level, there are places where I can aim, and there are places where I cannot. I can literally cross a certain spot while aiming where if I cross that location, aiming stops immediately, and when I walk back, the aiming works again.

Is aiming affected by collisions? So far I havent seen any weird, out of place collisions in my level. 

I am using world partition in my level if that helps narrow down the issue.

Edit: So I just figured that aiming stops when near walls, pretty good as it avoid clipping! So I guess I am hitting a volume or a collision somewhere? Which channels does it hit to activate the weapon relaxed Idle state when near walls?


This post was modified 1 month ago by iamry4ndee

   
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212ceb9a9627603fd4afc50f32757b5a6e61dee5b9c8d22c97da72dbe0c05505?s=80&d=mm&r=g
 CaLo
(@calo)
Trusted Member
Joined: 7 months ago
Posts: 88
 

Hi, i notice that  for some reason the flashlight spotlight is off center, where can i change its location?



   
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Farshad
(@farshad)
DEVELOPER Admin
Joined: 7 months ago
Posts: 468
Topic starter  

@iamry4ndee Yes, that's expected behavior. 🙂

The framework checks this inside the HasHitObjectAhead function. It performs a trace in front of the character to determine whether the weapon is too close to a wall or another obstacle. If it detects a hit, aiming is disabled and the character switches to the relaxed weapon idle state to prevent the weapon from clipping through geometry.

By default, the trace uses the WorldStatic collision channel. So if you're hitting an invisible volume or another object that blocks WorldStatic, that would explain the behavior you're seeing.



   
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Hosna
(@hosna)
DEVELOPER Admin
Joined: 7 months ago
Posts: 434
 

@calo Hey,

This section of the documentation explains how to customize and modify the flashlight, including adjusting its position, If you still have any questions after following the guide, let me know and I'll be happy to help. 😊



   
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Farshad
(@farshad)
DEVELOPER Admin
Joined: 7 months ago
Posts: 468
Topic starter  

@criss1818 Basically, for the Grab & Bite animations, you only need a Contextual Animation scene and two montages: BiteAttackerMontage and BiteVictimMontage. After creating those, simply assign them in the BiteContextualAnimScene.

However, if you're not very familiar with the Contextual Animation system and want to make it from scratch, this part can be a bit tricky. I recommend opening the default placeholder animation montages and, following the video tutorial, simply replacing the animation sequences for each section: Start, Loop, End 1, and End 2.

Yes, this works with MetaHumans as well. You need to use the correctly retargeted animations for the skeleton you're using.

Regarding this, as well as modifying the gameplay camera during the Grab & Bite sequence, both are explained in this section of the documentation.

As for the QTE system, yes, there is a variable called QTEData. The default values were chosen after quite a bit of testing and are intended to provide a balanced experience, but if you feel they need adjustment, you can absolutely change them.


This post was modified 1 month ago 5 times by Farshad

   
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B56c20ecf128d61ecd421d8ec6f1cb89ec05628f36d095ae26b8faa41a84594d?s=80&d=mm&r=g
(@iamry4ndee)
Active Member
Joined: 2 months ago
Posts: 17
 

@farshad Thanks a ton. I fixed it finally. 
Honestly, that is a very neat feature and I was trying to DIY it on my other projects but never succeeded lol.
Just needed to exclude the procedural related volumes in my level that uses Worldstatic and that fixed it.

Looking forward to the main menu and settings update.



   
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Farshad
(@farshad)
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Joined: 7 months ago
Posts: 468
Topic starter  

@iamry4ndee Glad you got it working! Thanks for sharing what fixed it; it might help others too 👍



   
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