@arbaros Thanks for bringing your question to us!
The documentation includes the correct steps for adding a new weapon based on the existing weapon types... and we’ve also added two related videos covering weapons and their ammo types that walk through the process step by step.
I’ll leave the videos below. Please follow the steps shown in them and see if that resolves the issue... If you’re still experiencing the problem afterward, I’ll be happy to take a closer look and guide you further.
One additional note: the second video is only relevant if you want to assign a new ammo box to your new weapon. If you want to use the same ammo box that is already used by the original weapon, you don’t need to follow the second video.
Also, please make sure that every item, whether it’s a weapon or a regular item, has a unique ID generated for it.
How To Create a New Weapon from an Existing Weapon Type
How To Add a New Ammo Type to a New Weapon
@hosna Thank you for the quick response, I have found the issue, but I am unable to solve it;
The issue is related to Item Base Data, "Name" entry. Once I rename the pistol, it stops working. I have followed the instructions and renamed the item in both the data asset entry and in the duplicate pistol actor blueprint, but it doesn't resolve the issue. I have done the same with the shotgun, but it is not having the same problem. Please advise.
@arbaros Thanks for taking the time to watch the video,
I suspect you may have missed a small step somewhere, possibly because the previous video was a bit long... So I’ve just made a short 3-minute video showing exactly how to duplicate the existing pistol and get the new one working, without going through the mesh setup and other stuff.
Please follow the steps exactly as shown in this video, and let me know if you still run into any issues.
@hosna Hello, I followed your guide step by step from start to finish, but again, the moment I changed the item name from Handgun Pistol to Wildcat, the item stopped working. I've also noticed that setting the laser to off doesn't actually turn it off.
I had a same issue as yours,solve was easy,just change the item data's location.Because MSHF load item data path,is hard code,you cant change it.If you change the item data's location,MSHF would load fail.@hosna Hello, I followed your guide step by step from start to finish, but again, the moment I changed the item name from Handgun Pistol to Wildcat, the item stopped working. I've also noticed that setting the laser to off doesn't actually turn it off.
@g-uncleray Thanks for the response, I've already duplicated the data asset and put it into its own folder, but the issue is persisting.
@g-uncleray Ah, I get what you mean now, you're not supposed to move the data asset to anywhere else. I was hoping to keep my project assets separate from the core folder.
@arbaros This time, I’m here to help you get this sorted out.
As @g-uncleray pointed out, and based on the screenshot you provided, I can see that your Data Asset is currently located somewhere other than the designated folder.
To avoid unnecessary asset searches and maintain performance, all Data Assets are expected to be located under:
/All/Game/ModernSurvivalHorrorFramework/Blueprint/Database/DataAsset
Please make sure your Data Asset is located in this folder. If you haven't made any other changes to the project and follow the steps shown in the video, this should resolve the issue.
@g-uncleray Ah, I get what you mean now, you're not supposed to move the data asset to anywhere else. I was hoping to keep my project assets separate from the core folder.
@farshad Where to send the payment receipt Forgotten Puzzles – Modular Puzzle Pack
| Modern Survival Horror Framework | Dark Silver Games |
@g-scairp For the Forgotten Puzzles pack, there’s no need to send an Order ID or receipt. You can view the documentation here:
https://darksilvergames.com/documentations/forgotten-puzzle/
@g-scairp Please send me an email at this address and include your Order ID. You can also check this topic for more details.
@farshad Hi,if i want to add new custom actions like pressed "Z" key,character will perform dodge action or kick action,how to implement it?
@criss1818 I think either place would work well for this. However, if you want to add a smooth transition, you can reference it from the menu. Especially if you want the cutscene to be pre-rendered, you can put it inside a widget and then play it from the main menu after clicking New Game.
For the backwards running question, the quickest solution would be to add an extra condition to the branch inside the CanCharacterRun function. Then, after that, you can check on the Tick event if the player is moving backwards while running, and if so, force them back to the normal state. This way, backward running will be completely disabled.
The WeaponLineTrace function in AC_Combat is responsible for handling the bullet firing logic. It uses a line trace method, so projectiles are not used for the bullets.
Hello! I tried this but maybe I explained it bad.
Now my walking sprint is disabled,but I was trying to do a sprint that the character can turn back and running While keeping the sprint always active backwards,when input is not pressed anymore the character will turn in front.it's basically a turn around on the sprint and not disabling it,it's possible to make this ?
I also tried different run and "sprint" on the movement in the details,why there is a doubled values on the running? Did you have some good values for a lower walk and run ? Because the running animations feels a lot slow when I put at 400 for example
Also I have done a question about the aiming zoom,but how can I control the zoom of the character when running?
