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[Sticky] Support – Modern Survival Horror Framework

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criss1818
(@criss1818)
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Joined: 4 months ago
Posts: 50
 

@farshad the zoom is only in out when I finish to run,I have the target arm lenght at 150 in both but there still is a zoom

Also,I dont stay a lot on the combat for now,but I just realized the equipping animations are gone with Gasp,I know I also can turn back at the character legacy,but It was mostly more-realistic on 0.3 with the equip and unequip animations on different weapons when changing them from the Quick slots 

 


This post was modified 1 week ago 2 times by criss1818

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

@calo Yeah, it doesn’t matter if the Storage Box is accessible or not. The only important thing is that there is a Storage Box actor placed somewhere in the level. You can even put it somewhere the player will never see or reach.



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

@g-uncleray if you’re using a MetaHuman, make sure you add the animation to the MetaHuman’s Overlay Animation Blueprint, not to the other Animation Blueprints that are for the UE5 skeleton or GASP base mesh. Also, be sure your animations are compatible with your character’s skeleton.



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

@criss1818 Could you send me a video showing the zoom issue? I’m not sure I fully understand, so a video would help me see exactly what’s happening.

Regarding the weapon switching animations, please check the screenshot and replace what you currently have with exactly what I added there. This should make the animations play more smoothly, similar to version 0.3.

Also, there is a Play Montage animation after that which uses the UE4 skeleton animation. You can retarget it to the UE5 skeleton if you want to make it even better, but even without retargeting it, it should still look good.

These changes were already implemented in version 0.5.



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

@farshad the animation is ok,because when set it to shotgun rifle,all are right.



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

@g-uncleray Which Animation Blueprint did you add the animation to? Can you tell me the class name?



   
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Bc3dd50404e0d00180f54312d20d2d56
(@g-uncleray)
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Joined: 4 weeks ago
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@farshad And i used a origin copy from fab,issue still exist.I add animation at ABP_PlayerCharacterMetahuman, Animation is MSHF's default shotgun animation.By the way,shotgun rifle and melee are ok.

 Snipaste_2026-09-05_01-38-52.png

Update1:

I found in shotgun and Rifle  also have a problem,when i walk or idle,it is ok,but when i run,it still walk pose,how to fix it?


This post was modified 7 days ago 7 times by uncle ray
This post was modified 6 days ago by uncle ray

   
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9134f550085ba5505790a8098f5cfdff
(@piranha_root)
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Joined: 7 days ago
Posts: 4
 

No matter how many times I press the qte left mouse button the push away animation will not start.



   
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575803e842a644fd7e6c92978816acc7a89e2a492e53fc0e6a9859937f4f2393?s=80&d=mm&r=g
(@zorro2000)
Active Member
Joined: 2 weeks ago
Posts: 10
 

Hi, first of all thank you so much for the work and support to this framework! Second I do have an issue when I put my own metahuman to the "bp_playercharacter_metahuman" I get an blueprint runtime error I'll add some screenshots cuz I can't really explain it myself, and third I would love to know more about the add-ons! specially the echoes of silent and inventory re-plus, since I can't find any documentation for it, that's all, thanks in advance!



   
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9134f550085ba5505790a8098f5cfdff
(@piranha_root)
New Member
Joined: 7 days ago
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@farshad I am also unable to get the left mouse button QTE to work after debugging.



   
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Hosna
(@hosna)
DEVELOPER Admin
Joined: 7 months ago
Posts: 434
 

@piranha_root Hey, and welcome to the community forum,  glad to see you here 😊

Are you testing with the default Police Holder bite animations, or have you added your own custom animations?

And have you reviewed the related video and documentation? There are some helpful tips there regarding the issue you’re experiencing.


This post was modified 6 days ago 3 times by Hosna

   
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Hosna
(@hosna)
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Joined: 7 months ago
Posts: 434
 

@zorro2000 You are very welcome, and thank you too for supporting the framework! We really appreciate it.

For your MetaHuman issue, have you assigned the default framework MetaHuman skeleton to your custom MetaHuman? This video shows how to add your MetaHuman to the framework... If you followed the video and still have the issue, please share a short video showing the steps and where the error occurs so I can better understand what might have been missed.

Regarding the add-ons... Echoes of Silence and Inventory Re Plus were made for the Classic Survival Horror Framework, not the Modern Framework. They are simple add-ons, so they currently don’t have separate documentation.



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

@g-uncleray Thank you so much for providing this issue in detail. The video helped me understand the problem better. I’ve prepared this video for you. Please follow the steps shown in it, and the issue should be resolved. I hope you find it helpful.



   
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9134f550085ba5505790a8098f5cfdff
(@piranha_root)
New Member
Joined: 7 days ago
Posts: 4
 

@hosna Thank you so much for your help and creating an amazing framework! I'm using the default Modern Survival Horror Framework animations with the bite parameter enabled (just so I can get a basic understanding of the framework before I modify it). Looks like the link you attached is password protected. The problem is in the QTE widget blueprint under the function "mouse pressed down" where the key input function doesn't work for the left mouse button (someone else noted this) but when reassigned to anything else for example like the letter "H" will work for the QTE event to push an enemy away. Not sure why the left mouse button assignment won't function. Much appreciated!



   
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575803e842a644fd7e6c92978816acc7a89e2a492e53fc0e6a9859937f4f2393?s=80&d=mm&r=g
(@zorro2000)
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Joined: 2 weeks ago
Posts: 10
 

@hosna hi thanks for the reply btw, I have fix it, so my character clothing was a single piece so I got rid of all the other parts I didn't need at the beginning (related to the screenshot) and that caused trouble, so instead of deleting them I turn off the visibility off, and this time is working just fine.



   
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