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[Sticky] Support – Modern Survival Horror Framework

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

@calo Ah ... for the merchant, Open the WB_Merchant widget and simply edit it there 🙂 



   
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Bc3dd50404e0d00180f54312d20d2d56
(@g-uncleray)
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Joined: 4 weeks ago
Posts: 60
 

@farshad Thanks for your reply,i still have some issues below.

First,my character was female,when i used MSHF,the character's animation is male animation or  moves in a masculine way,how to make character's animation moves in a more feminine way.

Second, when i close to enemy,enemy just stay without do anything.if enemy attack my character, just pass through without  damage.My Gamemode is BP_ModernHorrorGamemodeUE4.,set default,and not do any change.

Third if i want to change shoot pose like the picture post,how to set? 

Fourth if i rotate camera,the item can not be pick up.


This post was modified 3 weeks ago 6 times by uncle ray

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

@g-uncleray All the locomotion animations in the framework are from the Epic Games GASP project, and they are implemented using motion matching within the framework. So if you want more feminine animations, you'll need to add your own animations to the framework and replace the existing motion matching animations with them. This means you do need to be familiar with the motion matching system. Or, if you'd rather use a traditional system, you can create your own animation blueprint, use blend spaces, and 8-directional movement. In that case, you'll still need to add your new animations into the blend space and animation blueprint.

In future updates, we plan to add a sample alternative option using the State Machine and Blend Space method to the framework, which should make things easier for developers who want to use a traditional locomotion system.

About your second question, did you use a NavMesh Bound volume in your level? If not, the enemy AI won't be able to move.

About your third question, if you want to use aiming poses like this, you need to add your own aiming animation into the framework. After that, go to the overlay layer section in the Animation Blueprint. There, replace the current aiming animations(depending on weapons) with your own. When you do this, the reload and shooting animations also need to be replaced to match this new aiming animation.

For your fourth question, about not being able to pick up items when rotating the camera, this is actually an intentional system, very similar to Silent Hill 2 Remake. The character can only pick up an item when they are properly looking at it, and can't when they're not. This is by design and not an issue.

Ah, by the way, for better compatibility and overall use of the framework, I recommend using the UE5 or MetaHuman character classes(BP_ModernHorrorGamemode or BP_ModernHorrorGamemode_Metahuman). They have more accurate animations and a better overall setup compared to the older UE4 setup. 

 


   
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6f43f0156e2e3cbee8213015e3458701
(@fabio)
Eminent Member
Joined: 2 months ago
Posts: 19
 

Hi @farshad, I have another question about a custom monster I created using BP_AIMaster.

The monster is a bipedal creature with a tail, similar to an Alien. The problem is that when the AI moves, the monster slides across the ground without actually playing the Walk or Run animation.

The movement itself is working and the speed is correct, but the character moves without the corresponding locomotion animation playing. It basically moves across the ground as if the animation wasn't being applied.

I've already rebuilt the setup several times and checked the configurations. The Walk and Run animations play correctly when I test them separately in the Blend Space, but when the AI actually moves in the game, the locomotion animation doesn't play.

I also configured AC_AIBehavior for the monster, following the framework's setup, but I'm still getting the same problem.

Could you give me some guidance on what I should check in BP_AIMaster, AC_AIBehavior, or the Animation Blueprint to find out why the locomotion animation isn't being triggered?

Thank you again for your help!


This post was modified 3 weeks ago by Fabio

   
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Bc3dd50404e0d00180f54312d20d2d56
(@g-uncleray)
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Joined: 4 weeks ago
Posts: 60
 

@farshad Appreciated for your deatailed reply,

First issue,dose this video Replace GASP Movement Animations (2 Minutes!)  is right solution?

Second  issued,the enemy can walk and attack and chase my character, just some times,enemy will stay.just some times attack was no damaged(my Gamemode is BP_ModernHorrorGamemode)

 

Fourth,i want implemented pick up like resident evil style,in resident evil event if your character back against the target,when you close enough the pick up will work.How can i implement this?And if i want mouse left button to do pick up,and change the icon to mouse left button,how to implement it.

i post the Second issue's video.

 



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

@g-uncleray Yes, that video is definitely helpful.

For the enemy issue, does it happen only in your new map, or also in the default demo maps? Have you made any specific changes? If possible, please provide more details about when exactly the enemy stops or when its attacks deal no damage.

For the pickup system, if you want to pick up without requiring the player to look directly at the item, open BFL_BaseGameLib and in CheckObjectInSight, set the Return Value to True. This is the simplest way to bypass the look-at requirement.



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

@fabio Hey Fabio, the sliding issue might be related to the Character Movement component. Please check whether Use Acceleration for Paths is enabled in the Character Movement component and see if that fixes the problem.

If that doesn’t solve it, please watch this video. I quickly create a child from AI_Master and add a very simple Behavior Tree to make it move. You can compare your setup with this and see if you might have missed something.

Of course, the issue could be caused by something else, but at least this video shows you a simple working setup you can compare against.


This post was modified 3 weeks ago by Farshad

   
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6f43f0156e2e3cbee8213015e3458701
(@fabio)
Eminent Member
Joined: 2 months ago
Posts: 19
 

@farshad,

Thank you very much for your help and for the video! I really appreciate you taking the time to help me.

I checked the Use Acceleration for Paths setting, but it was already enabled in my setup.

I also followed the steps shown in your video, and the character now moves correctly following the setup you explained. However, I'm still having a problem with the Run animation. The AI moves correctly, but it doesn't play the Run animation, even though the movement speeds and Blend Space are configured correctly.

For now, I think I'm going to continue using the AI setup I already have and keep studying the framework to understand what I'm missing. I'm sure I'll eventually figure out what is causing the animation issue.

Thank you again for taking the time to help me and for creating the video.


This post was modified 3 weeks ago by Fabio

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

Hey, i really like what you can do with the BP_DialogPlayer, how can i make it so it triggers more then once? is it possible?

 



   
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Bc3dd50404e0d00180f54312d20d2d56
(@g-uncleray)
Trusted Member
Joined: 4 weeks ago
Posts: 60
 

@farshad when pickup montage set to none,it still works well.can you show me where the logic to handle the pickup montage?why it set to none,still works right?



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

@g-uncleray

There is a function called SetDefaultPickupMontage inside the BP_ItemMaster class. Its purpose is to ensure that if the user has not assigned a specific pickup animation for a particular item, a default animation is automatically used to prevent potential bugs.

If you do not want this behavior, you can modify this function to suit your needs.



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

@calo Yes, it’s quite simple. Just remove the last Destroy node, set PlayingDialog to False instead, and connect the node to the reset part of DoOnce.



   
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Bc3dd50404e0d00180f54312d20d2d56
(@g-uncleray)
Trusted Member
Joined: 4 weeks ago
Posts: 60
 

@farshad Thx,i found it,And this interact montage like below, how to set it.i want to set my custom skeleton,so i must found the animation or montage .



   
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Bc3dd50404e0d00180f54312d20d2d56
(@g-uncleray)
Trusted Member
Joined: 4 weeks ago
Posts: 60
 

@farshad Sorry for my rude request,if you have time,could you show me a Tutorial。How to set a new custom skeleton.i found it was so much places need to modified,i was afraid by missing some places to modified. 



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

@farshad Awesome Thanks!



   
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