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[Sticky] Support – Modern Survival Horror Framework

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Bc3dd50404e0d00180f54312d20d2d56
(@g-uncleray)
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Joined: 4 weeks ago
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@zorro2000

Posted by: @zorro2000

@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 ❤️

When I’ve fixed GASP animation issue,i will show you On social media.GASP's animation isn’t right for female character or custom characters.Honestly, GASP's animation isn’t suitable for any games,Because its animation just Fortnite-styled,and is only suitable Fortnite-style games.


This post was modified 22 hours ago by uncle ray
This post was modified 21 hours ago 2 times by uncle ray

   
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Bc3dd50404e0d00180f54312d20d2d56
(@g-uncleray)
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@hosna Hi,i have problem with MSHF turn in place when aim.In MSHF,it was upper body move firstly,and lower body move later.But in GASP ,it is upper body and lower body move together,how to implement it,thanks.


This post was modified 21 hours ago by uncle ray

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

@g-uncleray This happens because aiming requires the camera to immediately align with the looking point/Target, which triggers an instant upper-body rotation. The animation overlays make the upper body enter the rotation earlier than the Turn In Place timing and that is because of Layered blend per bone node... GASP doesn’t have this animation overlay, which is why it behaves a little differently. 

Removing the overlay confirms that it returns to the default GASP Turn In Place behavior ... One way to refine this is to briefly disable Turn In Place for a few milliseconds during the initial aim rotation and set the character rotation to the control rotation from player controller. We’re also looking into this transition to see how we can improve it further.


This post was modified 17 hours ago 2 times by Hosna

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

@iamry4ndee By default, when the camera looks down at this angle, the distance created by the Spring Arm makes the camera position look slightly different to RE9. you’ll need to create a dedicated camera state for aiming, where you can control both the Spring Arm and the camera movement... You may also need to adjust camera variables such as Socket Offset and Target Offset... A Timeline can also be used to make the transition and movement smoother.



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

@criss1818 Inside ToggleWeaponDataWidget in AC_Combat, you can switch on the WeaponType variable and enable or disable your specific widget depending on which weapon is equipped.



   
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B56c20ecf128d61ecd421d8ec6f1cb89ec05628f36d095ae26b8faa41a84594d?s=80&d=mm&r=g
(@iamry4ndee)
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Joined: 2 months ago
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@hosna got it, while waiting for response, I have seen camera assets that can do what I wanna do. But ill explore DIY options for now. Thanks.
If you can can include this as an option in any of the upcoming updates, it will be awesome! Cant wait to start working on the template once v.5 comes out!



   
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B56c20ecf128d61ecd421d8ec6f1cb89ec05628f36d095ae26b8faa41a84594d?s=80&d=mm&r=g
(@iamry4ndee)
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Joined: 2 months ago
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@farshad Hi, btw, I noticed a rotation/turn-in delay in the lower body when aiming while the character is facing away from the cursor (with the character facing toward the screen). The upper body/aiming direction responds first, but the lower body—from the hips down—lags before rotating into alignment. This creates a noticeable movement delay between the upper and lower body and makes the transition look a bit unnatural.


This post was modified 17 hours ago by iamry4ndee

   
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Bc3dd50404e0d00180f54312d20d2d56
(@g-uncleray)
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@hosna will this be fixed in V0.5 or V0.6?



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

@g-uncleray We’re working on several improvements that will be included in v0.6. These changes will also improve the camera, bringing its overall feel much closer to Resident Evil 3 Remake. which we’re taking inspiration from.


This post was modified 16 hours ago by Hosna

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

@iamry4ndee Yes, I believe this is something @hosna and @g-uncleray  were also discussing. This is currently being reviewed by us. It is related to the overlay system used for aiming weapon animations. We’re reviewing it now so we can improve it in future updates.



   
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8ae16696ac54f99aabaa85c1c26f9b18
(@g-scairp)
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How to replace Character Creator 5. Do you plan to make it compatible with CC5?



   
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Bc3dd50404e0d00180f54312d20d2d56
(@g-uncleray)
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@g-scairp i used cc5 too, no extra work need to do.Only you need to do is  CC5 translate to MetaHuman,use the MetaHuman,,that's all.



   
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