Hello. Is any tutorial how to migrate project properly? I've got some mistakes when trying to migrate. UE 5.6
@ironydev Thank you for your message. In this short video, I show how to attach the rifle to the character’s back.
Regarding automatic firing for the rifle, this feature is already planned and will be added in an upcoming update. Since the setup requires a bit more explanation and would take a longer video, it will be implemented directly as a built-in feature instead.
Also, thank you for pointing out the issue you noticed when picking up the shotgun first and then the rifle. It looks like the previous update may have introduced a small issue related to two-slot items in the inventory. I really appreciate the report. We are currently investigating it and will make sure it gets fixed in the next update.
@idikey Thank you for asking. The framework is designed as a standalone project and is intended to be used as the base of your project. Because of that, it is not meant to be migrated into another project. Instead, the recommended workflow is to use this framework as your base project and migrate other assets into it if needed.
ok thank you for the support i got it working.
ok super nice that a base working automatic rifle will be included in the next updates.
You are welcome! I’m glad to hear you got it working. Your feedback is really valuable and helps make the framework even better, thank you!
Also, in version 0.3.0, in addition to the updates I mentioned earlier, the Merchant system will be added, which I think will be very exciting!
@shosha Alright, glad that part’s sorted. Now for the ammo issue, you can use "GetActiveWeaponMaxAmmo" function, it’s made specifically to check the real-time ammo count in your Inventory Component. I’ve attached a screenshot showing how to access and use it in your setup. Hope this helps 🙂
Hi good day.
Ok that is awesome, the merchant system and be able to upgrade weapons would be state of the art.
I would like to aks if you have planned to add a parry system like RE4 or a knife system like RE2 or something like that.
I am super exited for the next updates.
Hello. I'm currently working on a location and decided to test loading a character into the location after saving. However, a strange problem has arisen. Everything loads, but the controls (or more specifically, the keyboard) completely stop working. Could you please tell me how to solve this problem? Everything works when saving on the demo map, but this problem occurs on the map I'm creating. Thanks in advance for your help.
Hi good day.
Ok that is awesome, the merchant system and be able to upgrade weapons would be state of the art.
I would like to aks if you have planned to add a parry system like RE4 or a knife system like RE2 or something like that.
I am super exited for the next updates.
Thanks for the suggestion! That’s a really great idea, and we would definitely love to have something like that in the framework. However, it mainly depends on whether we can access or prepare high-quality animation and art assets that don’t have licensing issues. We will look into this idea and consider it for possible future updates.
Hello. I'm currently working on a location and decided to test loading a character into the location after saving. However, a strange problem has arisen. Everything loads, but the controls (or more specifically, the keyboard) completely stop working. Could you please tell me how to solve this problem? Everything works when saving on the demo map, but this problem occurs on the map I'm creating. Thanks in advance for your help.
Thanks for your question! In your new map, add Set Input Mode Game Only in the Level Blueprint at Beginplay, and this should solve your issue.
Hi, i would like to know how can i add a new target pointer when aiming like the screenshot for example.
@ironydev Hi 🙂
You can add a new target pointer for the shotgun in WB_CrossHair, like the existing default setup. Just make a small animation for Walking(Image attached), and use the WeaponType variable in AC_Combat to show it only when the shotgun is equipped.
For the shotgun, you only need 2 parts(Images) instead of the 4 used for defult, then you can check "UpdateCrossHair" in your character class where the Cross hair widget gets updated and define if the weapon is shotgun your new crosshair should be appear.
