Hi, i would like to know when will be the next update.
Hey, The next update (v0.5) is targeted for September 2026, according to the roadmap. You can follow the latest news, videos, and details about the upcoming update in this topic.
I have already shared videos showing the new flashlight and weapon-holding styles for first-person mode, as well as the new third-person flashlight system and more stuff planned for this update. You can check them out in the topic and feel free to share your thoughts 😊
@g4bri3lknight Hey, thank you for bringing this up and for providing such a detailed explanation!
Yes, this issue is related to changes Epic made to the IK Retargeting API in Unreal Engine 5.8, which means this part of the setup works differently compared to UE 5.7.
If you download a fresh copy of the MSHF project for UE 5.8, you will see that this section has been updated to work with the new API and the changes introduced by Epic.
My recommendation would be to first make a backup of your project ... Then, download a fresh UE 5.8 version of the framework and compare the changes made in the relevant UpdateRetargetProfile setup... You can then apply those changes to your own project.
Since this part has been updated specifically for the new UE 5.8 API, applying the corresponding changes from the fresh 5.8 framework version should resolve the issue without requiring you to change the other framework customizations.
I hope you can get everything working successfully, and if you have any other questions, I’ll be happy to help.
@g-uncleray Glad you got the first issue resolved!
Because you’re using a custom skeleton, all of the Montage animations need to be retargeted to your skeleton.
For example, in this particular case, the animation used at the end of the item inspection needs to be retargeted to your skeleton. This should prevent the character’s body from suddenly changing proportions and becoming taller when the animation finishes. ( I added a screenshot)
The default MSHF skeleton works correctly because the animations were originally created for that skeleton. When using a different skeleton, the animations need to be properly retargeted to match your character’s bone structure and proportions.
Hope that helps!
Hello. Will you add a feed for saving? Or how do I add a feed for recording?
Hi! I have a quick question about the first-person weapon system.
Is there a recommended way to completely disable the weapon sway in the framework?
I’d like to remove both the movement-based and look/camera-based weapon sway, while keeping recoil, aiming, and the rest of the weapon animations unchanged.
I tried setting SwayScale in ABP_PlayerFP to 0, but the sway still seems to be present in-game.
Could you please point me to the correct setting or part of the Animation Blueprint to disable it?
Thanks!
@farshad Thanks,the issued was resolved,i found a new issue,when two items were very close to each other.If i pick one,the other will hide inspect icon,how to fix it?
@g-scairp Hey, welcome to the community forum!
Could you clarify what you mean by “feed for saving” and “feed for recording”? Do you mean a save system for saving game progress, or something else?
Regarding your other question, all customers who have purchased the framework can download every update for free through the Epic Games Launcher once the update is released. Update 0.5 has not been released yet, but it will be available for free to all existing customers once it is released.
@leventoget Hey Levent, if you want to completely disable weapon sway, you can do the following:
- In ABP_PlayerFP, go to the LookWeaponSway function and disable it.
- In BP_Character_FP, select the SpringArm component and disable its Lag.
- In Event Tick, disable the node connected to Lag Rotation.
This should completely disable the weapon sway while keeping the recoil, aiming, and other weapon animations unchanged.
@g-uncleray Glad to hear you resolved your previous issue! 😀
okay, I tested this in the default/vanilla version of the framework by placing three items very close to each other, and they can be picked up normally without any issues(Video Attached). So this is actually one of the scenarios that we tested and confirmed was working without any issues.
However, if I remember correctly, you made a change to the interaction system so the character can pick up an item without necessarily looking directly at it. It's possible that this modification is causing a conflict with the way the interaction/inspect detection works when multiple items are very close together.
Could you try a couple of things?
First, check the items you placed next to each other and be sure their small sphere collision is accessible to the player, and test again. If the issue still happens, please test the same setup on a completely fresh version of the framework.
If it works correctly on a fresh version, then we can be fairly confident that one of the changes you made to the item interaction system may need to be revisited.
Let me know what you find.
@criss1818 You are very welcome... I would recommend adding the input in BP_CharacterBase, since that is the main parent class, and placing it in the Input section to keep the setup consistent across the project.
Then, inside AC_Inventory, you can check whether the player has a healing item using either FindSpecificItemByNameInInventory or FindSpecificItemByIDInInventory.
Alternatively, you could create a similar function based on the item type, such as FindSpecificItemByTypeInInventory ... If the function successfully finds a healing item, you can then handle the item and its behavior however you want... Just keep in mind that these functions return -1 if no matching item is found. If they return any other index, that index is the item's position in the inventory.
@g-uncleray I watched and reviewed your video. Yes, when the items are placed very, very close to each other, you need to slightly reduce the `InteractSphere` radius to prevent conflicts between them. When the circles of both items are filled at the same time, the system cannot determine which item should have priority. So, from a game-design perspective, it’s important to adjust the interaction range of nearby items so that their interaction areas don’t overlap and the closest item gets priority.
Open the item, select `InteractSphere`, and reduce its radius until, when you approach the two items, both interaction circle icons are no longer highlighted at the same time.
I’ve attached a short example video showing the expected result.
Thanks for pointing this out and showing it in your video! We’ll keep exploring ways to make this interaction even smoother, and if we find any improvements that can make the system easier, we’ll include them in future updates.
@farshad Thanks,yes,just reduce the `InteractSphere` ,it was resolved. For my custom skeleton, hold weapon animation must to replaced by my Retarget animation,but i don't know where to replace it?Could you show where to set the weapon hold animation?And other question,the melee weapon have only one socket Weapon_R_Melee,if i have other melee weapon need a different socket like Weapon_R_Melee01,how to set it? Thanks for your reply
