@piranha_root Yes, the documentation is only available to customers who purchased the framework... If you haven't received the full documentation yet, please check this thread and follow the steps.
Regarding the left mouse button, I tested it on my end and it works correctly... When you click during the QTE, does the mouse icon on screen flash? If it does, the input is being received.
I think the issue might simply be that reaching the required count of 10 clicks quickly with the mouse is a bit difficult(With keyboard buttons is more simpler 🙂 ), so the Escape QTE animation doesn't get triggered and the zombie ends up biting you. As a quick test, open BP_AIZombie, click AC_AIBehavior, and set EscapeQTEPressCount to something low like 3, then try again. If it works, you can confirm that the mouse input itself is fine. If not, we will check further.
@farshad Hello,it's possible to get a higher recoil on the pistol and shotgun with the current animations? Also,I can't remember the exact path for changing the QTE camera when is activated. Is also possible to change other animations on the qte for other enemies? I have currently 4 normal enemies with different animations,is the same thing of the basic tutorial of the qte right? Just need to swap it with some other animations!
Also do you have some good suggestion on how to create a good retarget from ue4 skeleton to metahuman? It's because some paid animations seems a bit weird with the metahuman,I need to say that I have done it when 0.4.3 was released,so I will probably do it in 0.5 about retarget all,just want to know if there are some simple way to have a 1 to 1 on the animations retargetted.
Is also possible to leave the enemies on the ground and not disappearing? I know this can take memory inside the level and maybe some issues with the character clipping on the enemy died.
Hi, I want it to ask what is a quick fix if my character hands are a little off? I noticed my character hands are always a little off center from everything, pipe, guns and ladder, thanks in advance!
@hosna Looks like the qte icon is not flashing or printing debug strings neither.
@criss1818 Hey, yes, For recoil, open the Data Asset of each weapon and adjust the recoil settings. In v0.5, there is also a new section for adding shooting/recoil animations to each weapon, which can be used to achieve stronger recoil through animation.
For the Grab & Bite camera, there are already several curves set up, so you can adjust the camera without changing the logic. I have included a screenshot showing the curves and the timeline where they’re used. Make sure to back up your project before modifying them.
For changing Grab & Bite animations, you just need different animations properly synchronized with the Grab & Bite sequence. @ben4886 has also added more variations to the Classic Framework, and they look really clean and nice. You can also talk to Ben about this if you need more information.
For UE4 to MetaHuman retargeting, the best approach is to create a properly configured retargeter with IK for both skeletons. I think there could be some good tutorials on YouTube. A precise retargeter setup is important if you want the animations to stay as close to 1:1 as possible.
And yes, you can keep dead enemies on the ground. Open AC_AIBehavior then Death Logic and remove the part that destroys the character. Just keep in mind that this can increase memory usage and is not recommended!
@g-uncleray Have you retargeted the animation to your character’s skeleton? You can also tweak the socket a little to make the weapon sit deeper in the character’s hand.
@farshad Perfect! Is possible to control the camera without changing the curves?
By the way,I am inside the UI_Overlay of the ammo and was wondering if I can also implement a widget weapon when the weapon is equipped! I have done it with the healthbar if you remember and it works all good,but there is a chance to insert a weapon placeholder widget when the pistol or rifle is equipped? Does the ammo widget already handle the logic for this with the ammo right?
Also is puzzle V2 asset still in development? Can't wait for it!
@zorro2000 It looks like your character has a slight weapon offset in the hands due to differences in the skeleton or body structure. I recorded a video for you showing how you can improve and correct this offset.
In the video I demonstrate the process using the standard UE5 skeleton... If you are using a MetaHuman specific skeleton for your character, you should follow the same process using your character’s own skeleton.
try this method to adjust the offset individually for each weapon. hope this helps!
@piranha_root Okay, so we need to investigate further and check whether the mouse input is actually being received on your side. Please open WB_BiteQTE, go into the OnMouseButtonDown function, and add a Print String node to check whether the issue occurs specifically with the mouse input settings.
It works without any problems on my side and I can press both left mouse button and right mouse button and I can see the Print String as well. If it doesn’t trigger for you, try setting the button to RightMouseButton and see if that changes anything.
Let me know what the result is.
@hosna thank you! It work, btw how can I limit the head rotation or deactivate it near a pickup like for example ammo, healing items, all of that? Thanks in advance again you guys are amazing!
Hi! Sadly I run into another issue, when creating a new weapon using the BP_pistol and picking it up I still get the base pistol and data from it, I do have to mention that I did duplicate it and renamed the new one since I planned to add more than one pistol, thanks again for the help!
@zorro2000 There is a node called UpdateHeadRotation in ABP_SandboxCharacter. You can disable or modify (using map range clamp functions) it so that the head rotation is applied according to your preference.
For adding a new weapon based on the existing weapon type, such as a second pistol ... you can follow the tutorial below:
https://www.youtube.com/watch?v=9MmIc1l_j2w
Make sure to follow the steps in the video carefully... Create the correct Data Asset for the second weapon, and when you place the weapon in the level, make sure to generate it a Unique ID.
If you still run into any issues, I’d be happy to help you further 😊
