@farshad HI,in weapon Aim mode,when i rotate the weapon,i want rotate the whole character body,not upper body,how to implement it?
The quickest way to achieve this is to disable both Strafe and Aim in the CharacterInputState variable.
You’ll also need to add a Boolean variable to prevent the UpdateRotationPreCMC function from overriding the rotation settings.
I’ve made a short video showing how to set this up quickly and enable the feature.
One important thing to keep in mind: this movement mode should not be active while the character is picking up items. When the pickup animation starts, temporarily set the movement/rotation back to its default state, then enable this mode again after the pickup interaction is finished.
Alternatively, depending on the behavior you’re going for, you could enable this mode only while the character is running, similar to the Resident Evil remakes, while keeping the normal strafe movement when walking.
This setup will need some additional testing, as I haven’t tested it across every system and interaction. If you notice any conflicts with a specific mechanic or animation, you can temporarily disable this movement mode during that particular action and enable it again afterward.
Hope it helps!
@farshad Hi, it has the same result as my earlier workaround. It also glitches when moving into the camera (press S to and walk/run towards the camera while face of character is visible).
Is snaps left and right, briefly, in random. No issues when moving left or right. (It happens more often when walking)
Yes, I noticed that. But I think it only happens when walking backward, not when running backward. It’s caused by the logic inside the Update Aiming State graph in the parent character, BP_CharacterBase. There is some aiming-specific logic there that is applied for when the character is not running.
You have two options: either enable rotation toward the movement direction only while running, which will behave exactly like the previous video I sent you and is similar to how the Resident Evil remakes handle it, or, if you also want this non-strafing movement while walking, you’ll need to modify the Update Aiming State graph based on your specific needs.
@g-uncleray This is related to the overlay in the Animation Blueprint, as we discussed before. For v0.6, we’re planning to improve it by making some changes to the camera and character rotation.
Hello @farshad, I’m planning to use this weapon pack and its animations in my project, and I wanted to ask about the level of complexity involved in integrating them with the framework.
I’ve already configured these weapons and animations with other character models, but I haven’t integrated them into the framework yet. In your experience, would it be relatively straightforward to set them up with the framework, or would it require significant changes to the existing weapon and animation systems?
I’d really appreciate your advice before I start the integration. Thank you for your help!
https://www.fab.com/listings/76c5f2b0-ea55-461c-8b3c-811a9deb3279
Question: Is there a simple way to upgrade a project from version 4.3 to 5.0? I am using Unreal Engine version 5.8.
P.S. Also, MSHF is so cool; I'm excited to play around with 5.0 and am looking forward to other updates.
@g-jonm Hey, welcome to the forum! 😊 And thank you so much for the kind words about MSHF! Really glad you're enjoying it and excited for the upcoming updates!
For now... the method we recommend is to download a fresh copy of the framework with the latest update from the Epic Games Launcher, and then manually migrate your own assets and any custom systems or changes from your old project into the new version.
After version 1.0, we're also planning to release a DIY section on the website, so you'll be able to manually apply future updates to your existing project without having to migrate everything to a fresh project each time.
@g4bri3lknight You are very welcome 😊 We are planning to release v0.5.1 within about one week to 10 days, assuming there are no unexpected delays in Epic Games review queue.
This update is mainly focused on improvements and fixes for a few minor issues, rather than major structural changes.
One of the notable additions, however, will be the ability to shoot without aiming in FP mode, similar to the shooting mechanic in Resident Evil 7. This feature will be included in v0.5.1.
Hey,i also plan to use this weapon pack,can you share the experience with me.like how to reload,how to recoil, and etc,thanks.Hello @farshad, I’m planning to use this weapon pack and its animations in my project, and I wanted to ask about the level of complexity involved in integrating them with the framework.
I’ve already configured these weapons and animations with other character models, but I haven’t integrated them into the framework yet. In your experience, would it be relatively straightforward to set them up with the framework, or would it require significant changes to the existing weapon and animation systems?
I’d really appreciate your advice before I start the integration. Thank you for your help!
https://www.fab.com/listings/76c5f2b0-ea55-461c-8b3c-811a9deb3279
@fabio Adding new weapons to the framework shouldn't be too challenging and generally doesn't require major changes to the existing weapon system.
However, there is one important thing to keep in mind. The framework's first-person weapon handling and animations are designed around a survival horror style similar to RE7-8, but Most weapon animation packs on the Fab are designed more around traditional FPS style weapon handling.
So, if you want to maintain the same survival horror feel and weapon handling style as the framework, you may need to modify or adjust some of the animations from the pack you purchase. The weapon setup itself should be relatively straightforward; the main consideration would be adapting the animations to match the framework's style.
@g-uncleray Yeah, it looks better now! Did you change the play rate of the animations themselves for the turn-in-place? Which animations did you modify exactly?
