@g-uncleray For the dodge or kick action, you can use the Play Montage function. You can also create a function to determine which direction the character should dodge toward. To keep things organized, you could move the dodge-related logic into a component. For example, AC_Combat would be a suitable place for this functionality.
Hello. As I understand it, a MetaHuman requires clothing to be separated into distinct parts (torso, legs, head). I would like to temporarily use this one-piece suit for a MetaHuman, but when I apply it, the character's body (UE5 MetaHuman) becomes distorted. Is there any way to fix this? Thanks in advance for your reply.
@gunx77 You can add the full-body outfit to the Torso section. For the parts of the body that don't need to be visible because they are covered by the outfit, remove or empty their meshes. This should be work
@criss1818 Yes, but it requires some configuration. For example, if you set BP_ModernHorrorGamemode_Legacy as your Game Mode, the default character will be BP_Character_TP, which is the Legacy version. This exact sprint turn-around system is already implemented there.
You can check the UpdateGate function in BP_CharacterBase to see how it works. In the Legacy system, when the character enters the run state, bOrientRotationToMovement is set to true and bUseControllerRotationYaw to false. The current GASP Modern character doesn't use this approach, so if you want to have this feature, you need to implement it on top of the current locomotion.
For the camera zoom, you can use the same Spring Arm and increase or decrease its Target Arm Length depending on the character's state, such as running, aiming, etc
@hosna I put him in the torso section, but he's starting to scream like he'd do with wrong or missing bones. And I don't understand why it might be (
@farshad I will see about the locomotion,but for the zoom the target arm lenght set at 0 doesent work,there is always a zoom out when I start to run even if it set at 0 (inside the BP_Metahuman on top of the aim target lenght).
Edit:there is something I can do to the enemy AI to constantly following and attack the player? Seems like sometimes they freezing in place for some seconds in idle
@gunx77 Did you assign the framework’s MetaHuman skeleton to your MetaHuman model?
if so, Could you please attach a video showing the process and the final result? It would help me understand the workflow better.
@hosna Hi again! I think I’ve sorted out the outfit—I tried doing a full bone transfer and everything seems great, but when I pick up and equip the pipe, the result is what you see in the video. Could this be related to the fact that I modified the Metahuman (reduced his height)? Or is it something else? Also, the left arm is bent in a slightly unnatural way.
@gunx77 Yes, that might be the case. Try using your own MetaHuman with its original skeleton... Just add all the sockets from the MetaHuman Framework skeleton to your own MetaHuman skeleton, then test it ... If the issue persists, you’ll need to create a separate retargeter for your own MetaHuman skeleton and add it into the anim BP
@criss1818 Hey Criss, you also need to set the default value of the Target Arm Length variable so that the Spring Arm returns to the correct distance when exiting Aim Mode.
For example, I currently set the Spring Arm to 50 for test, so it remains fully zoomed in even while running. Maybe since the character is moving forward with Motion Matching animations, it can give the impression of zooming out to you. Unless it actually return to the default number for sprint arm for you? This behavior doesn't occur with the default setup.
About this message, does it matter if the storage box is out of reach?, what is important is that it is present on each level right?
Important Note: Each level must contain at least one Storage Box actor. The Save & Load system is closely integrated with the Storage Box system, and Storage Boxes are used to manage and synchronize stored items across the game. Failing to place at least one Storage Box in a level may result in unexpected behavior.
