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[Sticky] Support – Modern Survival Horror Framework

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(@xdustyx)
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Joined: 3 months ago
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@hosna Thank u for the reply! I tried but it got too dark now :\



   
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Hosna
(@hosna)
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Joined: 9 months ago
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@calo Take a look at this topic. It’s addressing exactly the same issue you ran into.



   
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Hosna
(@hosna)
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Joined: 9 months ago
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@xdustyx First, please keep the change I mentioned in my previous reply and don’t revert it.

So, it looks like the issue is not caused by the Post Process effect inside the framework.

You’ll need to edit the Post Process settings in your level instead. Most likely, you added a modified level or asset to the framework, and its Post Process settings are different, or there were some specific Post Process settings configured in the original project settings.

You can try adjusting the Exposure settings ( and other light related effects) in the level’s Post Process Volume to make the scene brighter or darker and see if that fixes the issue. update me know about it 😊 


This post was modified 3 weeks ago 2 times by Hosna

   
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Farshad
(@farshad)
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Joined: 9 months ago
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Posted by: @g-scairp
↑

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.

Yes, you can definitely implement a system like this in the framework as well. As an example, you can create a child class from BP_InteractionObject and build your own drawer with the behavior you want inside that class.

For now, the framework includes one default drawer system that works similarly to the drawers in Silent Hill 2 Remake. However, we may add more drawer types and additional behaviors in future updates as well.

 



   
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 CaLo
(@calo)
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Joined: 9 months ago
Posts: 94
 

@hosna thank you!

Edit: will the crawler be back?


This post was modified 3 weeks ago by CaLo

   
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028d3a8400a441a957feed7c13ee02a14170342db619e6bc061a33f3dd90791c?s=80&d=mm&r=g
(@xdustyx)
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Joined: 3 months ago
Posts: 16
 

@hosna So I've tried that and it still super bright. I even tried to use another Game Mode just to see if the correct post process apears and it did. But as soon as I changed back to the framework game mode everything was bright again


This post was modified 3 weeks ago by xDustyx

   
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028d3a8400a441a957feed7c13ee02a14170342db619e6bc061a33f3dd90791c?s=80&d=mm&r=g
(@xdustyx)
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Posts: 16
 

I'm having another issue. I changed the manny on BP Player to my character but for some reason when I use a gun or the flashlight the arms don't move at all. I switched to manny to see if it was a problem with my character but it happened the same thing



   
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Hosna
(@hosna)
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@xdustyx It looks like the Post Process lighting settings may be causing this conflict with your level.

Please watch this short video... I’ll show you how easily to adjust the initial environment lighting using two additional settings, Min EV100 and Max EV100, so that your lighting settings are not reset after you start playing the game.

Note: The Exposure Compensation value is updated automatically by the framework’s Settings System, so please do not change it manually this time and only adjust Min EV100 and Max EV100. 

Please follow the video carefully and also make sure that the UpdatePPE function matches what is shown in the video.

If you still notice that the lighting settings are being reset after starting the game, temporarily disable the UpdatePPE function and let me know the result.

-------------------------
Regarding your second issue... the character meshes you use need to use the framework’s default skeleton. Otherwise... you will need to add all the required sockets to the new skeleton manually.

Please watch this video, which explains the complete process of adding a new character to the framework:

https://www.youtube.com/watch?v=xlWrw-vB8UU&t

ATTACHED LIGHT VIDEO:


This post was modified 3 weeks ago by Hosna

   
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criss1818
(@criss1818)
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Joined: 6 months ago
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@hosna Hello! Can I use a metahuman on the enemy ? Do I need to use a composition like the player (body,head,legs) also inside the BP_Enemy and changing them? Or I can also replace the BP_Zombie (metahuman) skeletal mesh (so with all the components selected ) and copying them inside the BP_Zombie (framework) ? Of course with the retarget already done!


This post was modified 2 weeks ago 2 times by criss1818

   
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2fcf3d30ca746a7491c827c696300623
(@g-melvexgames)
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Joined: 3 weeks ago
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Hello, I was wondering if there was a stun system with the zombie AI because when I hit them with the pipe they stop moving towards me and it doesn't attack. And also I was wondering what is the BP_AIMaster, and when was the 0.6 update coming. Thank you for your answer and have a nice day!



   
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(@rozhkovskyproduction)
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Joined: 6 months ago
Posts: 56
 

Hi, guys! Could you please tell me how I can speed up the process of some actions:

- I need the pickup items process to happen faster (do I need to speed up the animation for that?)

- When I get the backpack, I want the animation to play faster in the widget, or for me to be able to skip that animation.

- climbed the stairs faster


This post was modified 2 weeks ago 2 times by RozhkovskyProduction

   
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Farshad
(@farshad)
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Joined: 9 months ago
Posts: 533
Topic starter  

@g-melvexgames Hey, thank you for your question.

v0.6 will bring some nice improvements to the enemy AI, along with the new Stalker enemy. There isn't a dedicated stun system at the moment. We have noticed that in some situations the AI can briefly stop and not react as expected, and we've already made improvements to this behavior for v0.6. We'll share more details about the update soon!

BP_AIMaster is the main parent class for enemy AI. BP_Zombie is currently a child of it, and the aim is to use this parent class as a base for other enemy types as well.



   
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Farshad
(@farshad)
DEVELOPER Admin
Joined: 9 months ago
Posts: 533
Topic starter  

@rozhkovskyproduction For item pickup, you can just speed up the animation, or use a shorter new pickup animation, or even make pickups instant like in the RE remakes.

For stairs, I wouldn’t recommend just speeding up the current animation since it might look weird. A new, faster animation would probably work better. but it should be done carefully to keep everything looking right.

For the backpack, you can speed up the widget animation or remove it completely. If you remove it, I’d add a small notification so the player knows their inventory slots increased.


This post was modified 2 weeks ago 2 times by Farshad

   
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028d3a8400a441a957feed7c13ee02a14170342db619e6bc061a33f3dd90791c?s=80&d=mm&r=g
(@xdustyx)
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Joined: 3 months ago
Posts: 16
 

@hosna YAAAY IT FINALLY WORKED THANK YOU SO MUCH!!!!

About the second issue, I actually used the tutorial to put the skeleton on my character, but the thing is even when I selected the framework skeletal mesh to test if the flashlight and pistol animations are working, the same issue appears, the character stay with his arm down. I don't recall clicking in anything different than what it was shown in the tutorial, I'm not sure what I did wrong haha



   
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8ae16696ac54f99aabaa85c1c26f9b18
(@g-scairp)
Eminent Member
Joined: 2 months ago
Posts: 24
 

Is it possible to make a door open only in one direction? Just like in real life.

How can I set up the door to move left and right like in the subway?



   
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