@g-uncleray It looks like your MetaHuman mesh hasn’t been set to the framework’s default skeleton. You need to right-click on your main MetaHuman mesh and assign the MetaHuman skeleton from the framework to it. If you take a look at this tutorial , and the MetaHuman section, I think you’ll find it helpful. If you still run into any issues after watching the video, I’d be happy to help you further.
@farshad After i set to the framework’s default skeleton,the weapon pipe is ok,but the weapon pistol still not work.How to fix it.
@g-uncleray Are you using the BP_PlayerCharacter_MetaHuman class?
This class is specifically designed for MetaHumans and has its own separate Animation Blueprint, where the weapon aiming logic is implemented. Based on the video you sent, it looks like you are using a different Character Class.
Please use the BP_PlayerCharacter_MetaHuman class for the MetaHuman and set up the character on that class. Also, set BP_ModernHorrorGamemode_Metahuman as the GameMode Override. This will ensure that the default MetaHuman character class is used and executed properly. If you replace all MetaHuman meshes with your own custom MetaHuman meshes within this class, everything should work correctly.
@farshad if i used BP_PlayerCharacter_MetaHuman,it is ok。but after i duplicate(ctrl+D) it,and rename it BP_PlayerCharacter_MetaHumanTest.the issue still exist.how to fix it?or maybe just can not be duplicated?
@g-uncleray It’s better not to duplicate it, as it could potentially cause issues. If you want to have a separate sample class for your MetaHuman character, you can create a child class from the MetaHuman character class and use the child class instead.
@farshad Thanks for your reply,my problem is solved.but there is a new problem ,my cloth's skeleton is customized(MetaHuman skeleton's bone+my customized bones ). And my body and cloth share the same skeleton. so how can i let my customized skeleton support MSHF?
@fabio Hey Fabio, since your custom enemy comes from a third-party asset, its internal damage and AI implementation may work a little differently from MSHF. I’m familiar with how the MSHF damage system is set up, while the third-party asset has its own implementation, so the exact integration between the two may require some adjustments depending on how its damage system is designed.
Regarding the change you made, replacing the normal Apply Damage node with Apply Point Damage and using the Hit Result from WeaponLineTrace is a valid approach if that is what your custom enemy requires. Since you have confirmed that the enemy now receives the damage and dies correctly, the weapon is successfully communicating the hit to your enemy’s existing damage system.
However, if you want to keep MSHF’s original damage system unchanged, you don’t necessarily have to replace Apply Damage with Apply Point Damage for every enemy.
The default MSHF enemies already work with the original Apply Damage system, while your third-party enemy apparently requires Apply Point Damage. In that case, you could check which Actor was returned by the Hit Result(OutHit) inside WeaponLineTrace and use the appropriate damage method for that Actor.
For example, the original Apply Damage could remain unchanged for the framework’s default enemies, while Apply Point Damage could be used only when the Hit Result is the custom third-party enemy. This would allow you to keep the original MSHF damage behavior for its own enemies while still supporting the damage system required by your custom enemy.
Where can i change the name of the currency?
@g-uncleray It looks like your character has a skeleton that is different from the default MetaHuman skeleton. The MetaHuman class and the ABP_PlayerCharacterMetahuman AnimBP in the framework are designed for standard MetaHuman characters.
If your character doesn't have the correct shape or appearance when using the MetaHuman class, then because your character's skeleton contains additional custom bones, you will likely need a separate setup for your custom skeleton.
The framework provides three sample AnimBPs, each designed for a different supported skeleton:
-ABP_PlayerCharacterUE5
-ABP_PlayerCharacterUE4
-ABP_PlayerCharacterMetahuman
These three skeleton setups are supported and ready to use by default.
Since your character uses a custom skeleton, you will need to create an AnimBP similar to these for your character's specific skeleton. You can duplicate the ABP_PlayerCharacterMetahuman AnimBP, create the appropriate IK Rig/IK Retargeter for your custom skeleton, and replace the character-specific references and variables with your own.
After that, you should be able to use your character with the framework without the skeleton causing compatibility issues.
