@calo Thank you for your question.
Yes, you can customize where the character looks by adding a small extension to the system.
Here’s one way to do it(I provided screenshots as well):
1- In BPI_Object, create a new function called something like:
GetPlayerLookAtPoint (return type: Vector).
2- In your Ladder and Narrow classes:
- Add an Arrow Component.
- Position it wherever you want the character to look.
- Implement the interface function and return the Arrow’s world location.
3- Then go to your Character class, inside UpdatePlayerHeadData:
Replace the part that handles the look-at target with a call to your new interface function.
Now you have full control. Each actor can define exactly where the player should look. Don’t forget that you’ll need to repeat this setup for other interactable classes as well (like items) if you want consistent behavior across everything.
If you run into any issues, please let me know.
Hello again! i have this problem with the narrow BP, it works as expected on the editor, but in a package project the camera gets ahead of the character.
Hello, I hope this is the correct place to ask a question. Will this framework eventually be updated to include a menu/ settings menu? I think that one thing would make this pack perfect. Thanks 🙂
@cosmicarcadepro Hello and welcome to the forum! 😊
Yes, absolutely, a settings/menu system is definitely planned and will be included in future updates. I really appreciate the suggestion!
Hello again! i have this problem with the narrow BP, it works as expected on the editor, but in a package project the camera gets ahead of the character.
Thanks for reporting this. are you experiencing this issue only with the Narrow BP you placed in your current level, or does it also happen in the default demo map of the framework? Also, which version of the framework are you currently using?
hi @hosna, i tried to package the demo map on a fresh install of the framework but it give some errors. I think my project is on the current version, will migrate and try again with the newly downloaded framework.
Hi, I'm trying to integrate the forgotten puzzles pack into the MSHF, and while I was able to do so with the CSHF, the process gets a little muddy for me when trying to add it to MSHF. Is there a walkthrough video planned at some point, or would it be alright if I bothered you all for a little advice there? Is the process basically the same as for the classic framework? I ask because I noticed that the components folder in MSHF has a LOT more stuff in there and I'm worried I missed something! Thanks in advance for your time!
@mr_spookies Hello and welcome to the forum! Glad to have you here 😊
Thanks for your question! Yes, we’ll create a video showing how to integrate the Forgotten Puzzles pack into the Modern Survival Horror Framework soon. The process can be a bit different compared to the classic framework. Once it’s ready, we’ll announce it in its topic and the video will be also added to the Forgotten Puzzles documentation.
If you have any questions about the frameworks or add-ons, feel free to ask, we’ll be happy to help as much as we can.
Hi, i would like to know an estimated date for the update of the automatic rifle included with the base pistol and shotgun
@ironydev It will most likely be added in update v0.3.0, which is the same update that introduces the Merchant system. At the latest, it should be included by v0.3.1.
Hello @hosna i tried in the framework demo map (last version) and is not as bad, but as you can see the camera still move to fast and from different heights. https://youtu.be/oLDPsfjDUls
Thanks for the support!
I am sorry for the double post, i forgot to mention that i also tried my project with the new version and it behave the same way. Is the logic tied to frame rate?, if so could that be the reason why it works correctly in the editor but not in a package project?
