@hosna I cant seem to find any tutorials on how to make the camera angle when looking down the floor same as the attached screenshot (from RE Requiem)
Any tips on how this can be implemented to the template? Thanks
@farshad i found a issue,in the most of games,if you aim to the opposite side,character's lower body will turn first,later or same time character's upper body will turn.But In MSHF,it was turn upper body first.later turn lower body,How to fix it. For test,i used a origin Copy of MSHF
@criss1818 Yes, we already have the WB_WeaponData widget, and it is already displayed in the UI. Do you mean that you want it to appear/update dynamically when a pistol or rifle is equipped? That is already implemented. Or are you referring to a different weapon placeholder widget? Forgotten Puzzle V2 is still in development, but it has been moved to a lower priority after the MSHF updates. Because of that, the release date is currently uncertain.
@farshad Exactly I want for example a pistol placeholder in the hud,how I can implement this inside the design and graph side of the hud when the pistol or shotgun is equipped? Basically they are 2 different placeholder widget that I have,just want to try if is possible!
@g-uncleray hi, I'm having the issue as well with the animation but I can't really managed to fix it, I have seen your screenshot and try messing with the values but to not avail, have you done something else related to this besides that?
@zorro2000 currently,my biggest issue is how to replace animation with gasp,it is big problem.because there were so much animations parameter values need to tweak,i am now thinking about deprecate goap,use ALS or other some locomotion solutions on fab.
@g-uncleray I personally having so much trouble using a retargeted animation, I set it up inside abp_sandbox but the old still showing up and check the same thing on your screenshot but to not avail, 😮💨
@zorro2000 for retarget animation,you just create new ikretarget asset,and modify it,if you feels right use the new ikRetarget for retaget animation,that's all.
@g-uncleray well I just managed, to fix the animations on my skeletal mesh of my metahuman, by assigning the UEFN skeleton to it, i feel this is not the proper way tho, btw this is what I meant, that's the new animation but every time I try to set up it would only use the default from the framework
@zorro2000 in this ABP_sandbox,i am not use UEFN skeleton's animation, i just replace UEFN skeleton's animation to my custom skeleton's animation,and looks good,no issues found yet.
@g-uncleray how have you done that? I feel like I'm gonna mess up tbh 😅
And I seen your images before they look amazing!
@zorro2000 i reworked MSHF,because in my case,i dont need UEFN skeleton,i only used my custom skeleton,so in many places,i have to reworked,and replace UEFN skeleton to my custom skeleton, replace UEFN's animation to my custom animation,it is a lot of work to do.
@g-uncleray I love you brother!!!! You screenshots make me realize what I did wrong and I have fix it finally!!!! Thank you! Btw I want to follow if possible on any social media media I want to see your game development ❤️
@zorro2000 Right now,i was refactored the gasp animation in MSHF,so much places i have modified,so maybe i cant give your clear answer,what i have done.Because it is so much work,and without clearly record each of them,