@farshad Ah okay good to know. In the same map, I noticed that sometimes clicking on a pickup like the ammo box doesn't do anything (no montage and the pickup mesh remains but the interaction circle goes away). Otherwise, great framework so far. Really smooth.
@phm_dng Yes, we’re continuously improving the framework. In case you encounter any issues, please report them in this topic and we’ll review them. Our goal is to address even the smallest details.
Thanks again, we truly appreciate your support!
@calo Thank you for reporting it, your help is truly appreciated. It gives us the opportunity to identify and fix even the smallest problems quickly.
Yes, the issue related to framerate differences affecting camera movement has been investigated and resolved. The camera height also should now remain consistent and match the configured value.
The fix will be available in v0.2.6, which will be released in the next few hours. Please download the latest version when released and let us know if the issue is fully resolved in your side too.
If you notice anything else, we’d really appreciate you reporting it. you are awesome 😊
Hello , when i load a save game file i cannot move for some reason
@hosna hello, the narrow BP works perfectly on the demo map, and on a test level in my project, but in a real level the character fall trough the floor until i press the back button (RMB). I am using level streaming, and the level where it happen is a sub level, any idea of what could be the problem?, thanks for the help.
@calo Since it works correctly on other maps, the issue is most likely related to your level setup or level streaming configuration. Are you spawning the character before the level is fully loaded? If so, the sub-level might not be fully loaded for collisions etc, which can cause the character to fall through the floor.
You can also try placing the Narrow BP in a different location on your level to see if the issue persists?? to find the reason for the issue
Hello, a couple of questions, i notice that there is a blinking logic in the character BP, how can i use it?.
Under certain views and lighting scenario when you pick up a weapon you can see the weapon in your hands (inspecting) and the shadow of the weapon on your back, how can i make so the weapon doesn´t show on the character body.
And lastly i would really like to be able to unequip a weapon with the assigned shortcut key/button.
Thanks for all the support!
@calo The blinking system is not yet complete and is considered for future updates.
Regarding your question about not showing the weapon on the character’s back during inspect mode: as shown in image T01, disconnect the UpdateHolsterWeapons function from its current location, then move it to the AC_Interact component and connect it at the end of the EndInspectModeLogic function, as shown in image T02.
As for your other question about unequipping a weapon with a single button, it’s very simple: just follow the setup shown in image T03. You can bind a key to the unequip function in the character class.
Hope this helps!
@farshad So now the weapons are not showing, but if i unequip a weapon (or equip another) it appears on the character body, how can i make so the weapons never show?, thanks for all the help!
I have put in the Computer Forgotten Puzzle, click on it and it has the interact prompt but doesnt do anything else like the options, what am i missing please?
