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[Sticky] Support – Modern Survival Horror Framework

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Fabio
(@fabio)
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Joined: 4 months ago
Posts: 41
 

Thank you for the explanation, Farshad! That makes sense.

I actually want to keep the weapon system and handling as close as possible to Resident Evil 7 and Resident Evil 8. I was initially considering adding weapon inspection animations, but after thinking about it, I believe it would be better to maintain the more immersive and straightforward survival-horror approach used in Resident Evil 7.

So my main goal is to use the weapon pack while adapting its animations to match the framework’s existing first-person weapon handling and overall survival-horror feel, rather than making it feel like a traditional FPS.

I’ll keep this in mind when choosing and adapting the animations. Thank you for the clarification and for your help!



   
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Fabio
(@fabio)
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Joined: 4 months ago
Posts: 41
 

@g-uncleray I haven’t tried integrating it into the framework yet, but I think I’m going to follow @farshad’s advice and keep the weapon system as close as possible to Resident Evil 7.

I think maintaining that survival horror style will fit my project much better than using a more traditional FPS-style weapon system.



   
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Bc3dd50404e0d00180f54312d20d2d56
(@g-uncleray)
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Joined: 3 months ago
Posts: 86
 

@farshad Yes,just  change the play rate of the animations themselves for the turn-in-place



   
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Bc3dd50404e0d00180f54312d20d2d56
(@g-uncleray)
Trusted Member
Joined: 3 months ago
Posts: 86
 

@farshad emm,change the turn in place animation play rate is not a good idea.In aim state,it is ok.but in other state,show some issues like the posted video.



   
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Farshad
(@farshad)
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Joined: 10 months ago
Posts: 557
Topic starter  

@g-uncleray Yes, this is something we're currently looking into to improve it in the next updates.



   
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(@kosur)
Eminent Member
Joined: 8 months ago
Posts: 19
 

A few questions:
- How do I reduce the head bobbing in FP mode? Especially while running. It's nauseating.

- Any details on the roadmap of FP mode? It seems to be lacking Hand Held note system, Jump, IK to pick up items, etc.

- Also, I want to know how easy it is to integrate features from other FP unreal assets. I think TP is straightforward with components, but I assume in FP I'm going be problematic.

Cheers!


This post was modified 1 month ago 4 times by KoSur

   
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 CaLo
(@calo)
Estimable Member
Joined: 9 months ago
Posts: 97
 

Hey!, about the storage box on every level, some of my levels are persistent with sub levels, is it necessary to put the storage box on every sub level, or is it enough having one on the persistent level?

Another question, is there a way to format the text in the note?


This post was modified 1 month ago 3 times by CaLo

   
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Hosna
(@hosna)
DEVELOPER Admin
Joined: 10 months ago
Posts: 545
 

@kosur Hey! I’d be happy to answer your questions 😊 

1- To remove or modify the Head Bob effect, simply open BP_CharacterBase, which is the parent class, and find the HeadBob event. From there, you can modify the related Camera Shakes based on your preference or replace them with your own.

2- The current roadmap for both modes will be updated in the same place. However, there’s one important thing to keep in mind... by default, we’ve taken two different approaches for the first-person and third-person experiences. For first person, the framework is designed to handle item pickups and the Notes system similarly to Resident Evil 7, where the character’s hands are not used when picking up or interacting with these items... The framework follows the same approach by default. However, if you prefer hand-based interactions in first person, you can certainly add and customize them yourself.

3- You can integrate different first-person asset packs from Fab, such as weapons, art assets, animations, and similar content... Integrating third-party Blueprint systems is also possible, but in that case, you’ll need to fully understand how the third-party system works and carefully add systems manually into the framework. Depending on how that system is implemented, some conflicts may occur, which is completely normal when combining separate systems. These integrations simply need to be handled carefully on a case-by-case basis.


This post was modified 1 month ago by Hosna

   
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Hosna
(@hosna)
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Joined: 10 months ago
Posts: 545
 

@calo Having just one storage box in the persistent level is enough... You don't need to add one to every sublevel.

for your second question, There are a few ways you could approach this.

One option would be to modify S_FileData and change FrontTexts and BackTexts from Arrays to Maps... You could then use the key to define which formatting should be applied to each specific text entry.

Another approach would be to create separate String Arrays for both the front and back texts, where each entry defines the formatting for its corresponding text. In this case, the indexes would need to match the indexes of the original FrontTexts and BackTexts arrays exactly... You could then use the values from these additional arrays to determine and apply the appropriate formatting for each text entry.

There may definitely be a simpler or cleaner approach as well, but I’d personally need to experiment with it a bit more before recommending the best solution.



   
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8ae16696ac54f99aabaa85c1c26f9b18
(@g-scairp)
Eminent Member
Joined: 3 months ago
Posts: 30
 

Will you update this BP_InteractionDrawer system?

Look how I did it.
Maybe you can do the same? It's very convenient. https://youtu.be/FZ7KiFEMj7Q

All drawers and cabinets will open as they should.



   
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2fcf3d30ca746a7491c827c696300623
(@g-melvexgames)
New Member
Joined: 1 month ago
Posts: 2
 

Hey, I bought the modern survival horror template, and it said it had a handheld flashlight system, but I can't find any BP_Flashlight or BP_Lamp, only animations and stuff. Could you help me please? Thank you, have a nice day



   
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Farshad
(@farshad)
DEVELOPER Admin
Joined: 10 months ago
Posts: 557
Topic starter  

@g-melvexgames Hello, thank you for your support and welcome to the community forum,

The handheld flashlight isn't a separate actor like BP_Flashlight.

The flashlight mesh and its light are created as components and attached directly to the character's hand when needed, so you won't find a standalone flashlight Blueprint in the project.

By default, you can simply press L during gameplay to turn the flashlight on/off. If you're using the default setup, everything should already be configured and ready to use.

You can also check the documentation to learn more about the flashlight and other systems in the framework. Let me know if you have any other questions. I'd be happy to help!


This post was modified 1 month ago by Farshad

   
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(@xdustyx)
Active Member
Joined: 3 months ago
Posts: 16
 

Heyy! Hows it going? I'm pretty new to Ue5 and I started using the template recently and I noticed that when I press play the scene is extremely bright. I just migrated the map that I was working before to the MSH Framework and the lighting was okay. I attached two images, one when I press play and the other with the lighting that I made for the level. Is there a option that I need to fix?



   
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Hosna
(@hosna)
DEVELOPER Admin
Joined: 10 months ago
Posts: 545
 

@xdustyx Hey, I would be happy to help you 😊 

Are you using version 0.5.0? If so, open AC_SaveGame and make this small change to the UpdatePPE function, as shown in the screenshot I sent you... See if it fixes the issue, and let me know!



   
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 CaLo
(@calo)
Estimable Member
Joined: 9 months ago
Posts: 97
 

Hello, so i have this save box thats need to contain 2 items, a key and a note, but having two items close to each other makes this quite buggy, items duplicate, items that can´t be pick up, or get erased, etc. Is there anything that can be done?, or i´ll just have to give items some distances between each other and work around those limitation?



   
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