Hello! I am inside the BFL_BaseGameLib and Playcamerashake,how I can Force the camera shake on the pipe for example? I also want to do on some other guns,also is the doc updated on how to create a new class of weapon?
I also Want to ask which is the best way to add a muzzle smoke on the shotgun for example,do I need to create a new socket inside my shotgun skeleton and adding the muzzle from that? Or there is any other way to do it?
@farshad i think maybe this is where to set inspect animation montage place,but when set new animation montage,in debug it still default Value. so how to set new animation montage?
So i have this issue with ammo disappearing when going from one level to another.
@calo I dont see this issue in the default fresh framework. Is it possible that something was changed somewhere while modifying the system?
For testing, please try this:
On your current project, go to the demo level OverviewMap, then transition to NextLevelMap through the door and check whether you experience the same issue. check it first with default weapons and then your weapon.
If you do, please also test the exact same scenario on a fresh version of the framework and let me know the result. This way, we can narrow down where the root cause of the issue might be. it could be related to your new weapon setup 🤔
@criss1818 If I understood you correctly, you want to add a camera shake at a specific point, right? If so, you just need to call the PlayCameraShake function wherever you want. Since you want it for when the player attacks or fires a weapon, PlayerHit should be false in this case.
As for adding new weapons, you can already create and add new weapons. We’re planning to release a tutorial on how to create a new weapon after the 0.5 release, so we can make sure it also covers the new changes. That’s why we haven’t covered it in a tutorial yet.
@g-uncleray Good question!
All animations related to interaction and inspection are stored in the InteractAnimations variable in the Character class.
You just need to search for the InteractAnimations variable in your Character class, either BP_PlayerCharacter, BP_PlayerCharacter_MetaHuman or your child classes of these. From there, you can modify or replace the animations with your custom ones.
Regarding your request, At the moment, we’re fully focused on the next update, and since making this tutorial requires a full video, unfortunately I don’t have the time to put together this tutorial right now. However, I’ll add your request to our list of tutorial topics to review. We’ll go through the requests in order and, if we find that a tutorial would be helpful, we’ll create one for it.
@farshad Another question,if i want to Integrate Adaptive Recoil & Spread | Fab plugin to MSHF,How?
@hosna thank you! Is there any way on how to add a muzzle smoke when I fire the shotgun or pistol? I already have some placeholder vfx,Do I need to spawn an emitter attached to a socket when I fire? In any case,where I need to go for adding it in the logic inside the blueprint of the pistol and shotgun?
@criss1818 You can do it several ways. You can add the muzzle smoke inside the Action Custom Event in AC_Combat, right after the weapon firing animation is played. Another good place would be at the end of the WeaponLineTrace function, where you could add the VFX after the shot is fired.
Alternatively ... if you want an easier approach, you can add it directly to the firing animation itself. Open the corresponding Data Asset for the weapon, find the weapon’s firing animation, and open it... Then, at the appropriate point in the animation, you can add your VFX, similar to how the default muzzle flash VFX is currently set up.
@g-uncleray It looks like your new skeleton may be missing the weapon sockets. The default framework skeleton has specific sockets set up for each weapon and interaction, so you’ll need to make sure the corresponding sockets are present on your custom skeleton and positioned correctly.
About your second question, MSHF is built around its own weapon systems and features, so the integration of third-party plugins or assets can vary depending on how they are implemented. I haven’t tested every third-party plugin, so I can’t really say how a specific one would work with MSHF. I’d recommend checking the plugin’s documentation first to see how it’s meant to be integrated into base/template projects.
@hosna Thank you as always! I have one last question for now,I created a new input and set it,but there is any way to connect it at fast recovery action inside my BP?
It's basically a healing drink recovery item,I am using this type of items for my project as recovery items,I also have a placeholder animation that can be triggered with a play montage animation,it's better to do inside the main graph on the metahuman BP or I also need to create a function? when the player has it inside the inventory he can use it,I might try with the pressed input but later I would also like to add a hold trigger on the same input,so it can use a more stronger healing item if the input was holded with a different animation as well,but I would like to go with the pressed for now!
Hi Farshad, Hosna,
I migrated my project (using the MetaHuman child of BP_PlayerCharacter, via the framework’s Retargeting setup) from 5.7.4 to UE 5.8 and hit a runtime error inside BlueprintUpdateAnimation, specifically in the UpdateRetargetProfile function.
Where it fails exactly:
Get Op Controller from Retarget Profile (In Retarget Op Name = "Retarget IK Goals") → Return Value feeds into Cast To IKRetargetIKChainsController → the cast fails because Get Op Controller from Retarget Profile returns null.
Root cause (confirmed on Epic’s own forum, same exact node/function): in UE 5.8, IKRetargetIKChainsOp was deprecated and split into separate ops. So the lookup by the old op name ("Retarget IK Goals") no longer finds anything in the Retargeter’s op stack, hence the null return and the failed cast. This is a UE5.8-side breaking change in GASP’s retargeting setup, not something specific to my project.
Reference thread: https://forums.unrealengine.com/t/ue-5-8-gasp-ikchain-retargeting-seems-broken/2732399
Per that thread, Epic has since released an official GASP update for 5.8 that fixes this properly — it renames the lookup to "Blend to Source" (cast to IKRetargetBlendToSourceController), and adds a second op, Offset Goals (IKRetargetOffsetGoalsController), driven by curve data on each hand chain for correct hand placement.
My question: since the Modern Survival Horror Framework customizes GASP’s BP_CharacterBaseAdvanced, is there an official framework update planned for 5.8 compatibility, or is it safe for me to manually update UpdateRetargetProfile following Epic’s fix without breaking your customizations on top of it? Any guidance on which parts are safe to touch vs. framework-internal would be great.
For context: everything else (doors, GASP locomotion, MetaHuman Identity) worked fine on the 5.8 migration test — this was the only blocking issue found so far.
Thanks!
Hi, i would like to know when will be the next update.
@farshad Thanks for your reply.The issue has been resolved, but a new problem has come up.when i used MSHF default skeleton is right,but when i used my custom skeleton,after inspect pistol animation finished,the character will suddenly be tall and later normal.how to fix it.i record that as below.
