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[Sticky] Support – Modern Survival Horror Framework

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8ae16696ac54f99aabaa85c1c26f9b18
(@g-scairp)
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Joined: 2 weeks ago
Posts: 8
 

@farshad Yes, like in Resident Evil 1, 2 and 3 Remastered.

To save your game in Resident Evil HD Remaster, you need to find a typewriter and have an ink ribbon in your inventory. There are no automatic saves in the game.



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

Hi, the size and proportions of the metahuman must be the same as the metahuman provided in the framework?, if so, what is the size and proportions for Kellan?. My character is taller, and some animations don´t match exactly. 



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

@farshad I noticed there are three components in BP_PlayerCharacter_MetaHuman, What do they each do?Why need different skeleton mesh?If i used custom skeleton,Which one do I need to modify?



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

Hello again, how can i switch off all the interaction markers?



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

@g-scairp I understand now. In the modern survival horror framework, by default, we don't have a dedicated item that is required for saving, since that kind of mechanic is generally specific to the classic versions. However, adding an item-based save requirement like an Ink Ribbon would be easy.

In the framework, the player can go to a typewriter and manually save the game. We also have an autosave system implemented for level transitions.

So, the framework supports two types of saving: manual saving through the typewriter and automatic saving when switching levels.

That said, the save/load system in the framework is already very well-structured, precise, and complete, so implementing this kind of classic mechanic would be straightforward without affecting the overall save system.



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

@g-uncleray For changing the pipe-holding animations, go to your character’s Animation Blueprint, then open Overlay Layer, ThirdPerson View, and TP. There you can find the pipe-holding animations and replace them with your retargeted animations.

For adding a new melee weapon and using a different socket, you can change the socket through Equip_TP in the Data Asset section of your new melee weapon.

I’ll also share a video showing how to add a new pipe weapon. It might be helpful for your setup.

How to Add New Melee Weapons


This post was modified 2 weeks ago 2 times by Farshad

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

Posted by: @g-uncleray

@farshad I noticed there are three components in BP_PlayerCharacter_MetaHuman, What do they each do?Why need different skeleton mesh?If i used custom skeleton,Which one do I need to modify?

BP_PlayerCharacter_MetaHuman is a child of BP_CharacterBaseAdvanced, which uses the GASP locomotion and Motion Matching system. The MetaHuman setup uses retargeting so the full locomotion system can be transferred to the MetaHuman with the best possible quality.

The main Mesh in the MetaHuman class handles the core locomotion and Motion Matching transferred from GASP. The Body mesh is attached to it and uses ABP_PlayerCharacterMetahuman, where the retargeting and additional systems such as the Overlay are handled.

If you are using a custom skeleton, the main Animation Blueprint you will need to modify is ABP_PlayerCharacterMetahuman. 

One more important point: if your custom skeleton has several structural differences from the MetaHuman and UE5 skeleton, and the locomotion animations do not look good on your character, you may need to create a new IK Retargeter for your character’s Animation Blueprint.

It should work similarly to RTG_UEFN_to_Metahuman_nrw, but be configured for your custom skeleton.

This is only necessary if the Motion Matching locomotion animations, such as walking, running, etc., do not look good on your character. If they already look good, you only need to modify ABP_PlayerCharacterMetahuman and the Overlay Layer animations.

 



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

@calo They are important because they show the player how close they are to an item and when it can be picked up.

However, if you need to hide them anyway, you can easily do this in the BP_ItemMaster class. Simply select CloseWidget and VeryCloseWidget, search for the “Hidden in Game” variable, and uncheck it.



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

Posted by: @calo

Hi, the size and proportions of the metahuman must be the same as the metahuman provided in the framework?, if so, what is the size and proportions for Kellan?. My character is taller, and some animations don´t match exactly. 

If your MetaHuman uses the standard default MetaHuman skeleton, there shouldn’t be any major compatibility issues. The standard MetaHuman characters are designed to work with the GASP animations.

Epic provides two MetaHuman retargeters in GASP for different body weights:

-RTG_UEFN_to_Metahuman_nrw 
-RTG_UEFN_to_Metahuman_ovw 

Both of these retargeters are included in the framework as well. The framework’s MetaHuman class uses the Normal Weight retargeter by default, which should be the most appropriate option as long as your character isn’t significantly overweight.

If your MetaHuman is considerably taller or has noticeably different proportions, it may be worth creating a custom retargeter adjusted for your character and replacing the default one. This can help improve the animation matching for your specific proportions.

There is no specific height requirement for the MetaHuman used by the framework. It is simply the default GASP MetaHuman character transferred to the framework.

 


This post was modified 2 weeks ago by Farshad

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

@farshad I found,when eq the pistol, the eq pose and aim or shoot pose  share the same socket(Equip_TP in DA_Pistol),and what dose WeaponFireSocketName_TP used for?If i want equip the gun and shoot the gun  have two separate socket ,how ?



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

@farshad And,i want to show the equipped weapon ,and hide the unequipped weapon. How?



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

@g-uncleray For your first question: WeaponFireSocketName_TP and WeaponFireSocketName_FP inside the struct have been deprecated. You don't need to use them anymore, and they will be removed in the next update. The two sockets defined under the Weapon Sockets tab (Equip_TP and Equip_FP)are sufficient for this.

For your second question if you want to hide weapons that are not equipped, you can simply disable the UpdateHolsterWeapons function inside AC_Combat.



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

@farshad Currently,equip gun and aim gun share the same socket Equip_TP,if i want  equip gun and aim gun have two different sockets,how to do it?



   
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212ceb9a9627603fd4afc50f32757b5a6e61dee5b9c8d22c97da72dbe0c05505?s=80&d=mm&r=g
 CaLo
(@calo)
Trusted Member
Joined: 7 months ago
Posts: 88
 

@farshad thank you!, I realize that the widgets are important, but i am experimenting with something similar to alone in the dark (dreamcast) where items subtly glow, i am not sure yet.

About the metahuman, mine was taller (1.85) then the default, so there where several alignment issues with weapons (even after adjusting them), i redo mine with the default height i now everything works perfectly, mine character is a lot smaller though.

Another thing, is it possible to auto discard the keys when used?, is a bit silly that the key shows on the door but you still have it in the inventory.

 

Edit: i just realize that the green herb does exactly what i want (glows), how can i add that to others items? (nevermind i realized now that is trhough the material)


This post was modified 2 weeks ago 3 times by CaLo

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

@farshad When toward down,character will pass through the wall.is it right?



   
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