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[Sticky] Support – Modern Survival Horror Framework

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Hosna
(@hosna)
DEVELOPER Admin
Joined: 9 months ago
Posts: 520
 

@xdustyx Glad to hear your first issue is resolved! 

Regarding the second issue... if you followed the tutorial correctly, everything should work as expected. The framework uses the UE5 skeleton by default, so there shouldn't be any issues with the default setup.

Could you please try following the tutorial again from scratch using a fresh version of the framework and record your screen while doing so? That way, I can see exactly where things go wrong or if any steps are being missed to help you resolve it.

As for the glitch you mentioned that occurs when picking up an item, I'll test it and look into it as well.



   
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Hosna
(@hosna)
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Joined: 9 months ago
Posts: 520
 

@g-scairp Yes, we'd definitely like to introduce more door types in future updates!

If you're building custom systems... I recommend keeping everything clean and modular so you can easily migrate your changes to newer versions of the framework.

For now, until version 1.0, each update requires downloading a fresh version of the framework and using it as your new base project... then migrating your custom code and logic from the previous version into it. That's why I recommend keeping your custom systems clean and modular to make the process easier.



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

@g-uncleray @criss1818 Hey guys, I see there's a lively discussion going on here! 😄

I just want to share my opinion on this. Motion Matching itself isn't a bad system or design choice for survival horror games. In fact, it's used in modern AAA survival horror titles and can deliver fantastic results.

The main issue is that the animations included in GASP are a bit fast, which might not feel right(??) for everyone. By adjusting the speed of animations or adding heavier, slower animations to the database, Motion Matching can deliver much smoother and more natural results than a traditional state machine.

That said, I completely understand that Motion Matching can be more expensive and challenging for solo developers. That's why we're also exploring the possibility of adding a traditional state machine based locomotion system as an optional alternative, potentially switchable at runtime with a simple boolean toggle.


This post was modified 2 weeks ago by Farshad

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

I don't know much about Blueprints, so I won't change BP_DoorBase and BP_InteractionDrawer

Can you let me know when the update with BP_DoorBase and BP_InteractionDrawer comes out? I'll buy it right away then.



   
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Hosna
(@hosna)
DEVELOPER Admin
Joined: 9 months ago
Posts: 520
 

@g-scairp I completely understand, We list confirmed features for upcoming updates on our roadmap, which you can find in the Roadmap section of the top navigation bar. Some features have already been confirmed, while others are still under consideration and have not been finalized yet.

Also, just to clarify... all future updates are free for existing customers... Once you purchase the framework, you won't need to pay again for each new update 😊 thank you for your support.



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

@hosna No worries!! I fixed the second issue, it's all working now ^^



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

Hii, not sure if you guys are familiar with this zombie + dismemberment system on fab ( https://www.fab.com/listings/29677011-1893-47ed-b26b-ce599f594310?lang=fr) but I implemented it on the framework and I'd like to know how can make this zombie get damage by shooting him. It comes with this "event damage" interface. I believe that the framework has something similar to make the zombie AI get damage.



   
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4adedfe6bb9a61d217b728069b47adde208115a2d0b8b92e954910bedf6e6905?s=80&d=mm&r=g
(@chewchewlazergum)
Active Member
Joined: 3 weeks ago
Posts: 4
 

Not sure if this is support issue with me doing something wrong or a bug. 

I'm attempting to make a multi-stage item for a puzzle. It has 3 parts: An atom nucleus, a red electron, and a blue electron.
I have setup 4 entries into the DT_ItemCombine: RedElectronStart, BlueElectronStart, Nucleus, AtomNucleusBlueStart, AtomNucleusRedStart

All of these items are setup as the "Tool" type to match the gems.

RedElectronStart requires Atom Nucleus and Red Electron to create Atom Nucleus Red (This works)

BlueElectronStart requires Atom Nucleus and Blue Electron to create Atom Nucleus Blue (This Works)

The other two are setup to build off of those two, adding the missing electron to the partial item.

AtomNucleusBlueStart requires Red Electron and Atom Nucleus Blue to create Helium Atom Statue

AtomNucleusRedStart requires Blue Electron and Atom Nucleus Red to create Helium Atom Statue

The problem is, when I combine the Red Electron with the Atom Nucleus Blue,  it doesn't Create Helium Atom Statue, it creates Atom Nucleus Red.

It does the inverse with the Blue Electron with the Atom Nucleus Red.

I've dug into each level of the Item components from their DA_ files to the DT_file and have confirmed that there are no incorrect references.

Messing around with outputs, If I have the Atom Nucleus and the Blue Electron set to generate a keycard, and then have the Red Atom Nucleus and the Blue Electron setup to create the Helium Atom Statue, I won't get the statue, I'll only get the Keycard. It almost seems like there is an issue with using using the same component in multiple recipes, which at first doesn't seem to make sense because the green herb is part of two recipes but I've deleted and remade these rows multiple times just to make sure they're setup correctly and each time it creates the wrong item.. Changing their Item Type does not solve this issue.

The current work around of course is to limit the player's access to the items to force a certain chain of combination, but that isn't a particularly satisfying answer from a UX position and doesn't account for them ending up with all three items at one time due to the player not choosing to  combine the first two before getting the third.

Hoping this is an issue on my end, but this might potentially be a bug.



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

@chewchewlazergum

Hey, thank you for bringing your question to us,

I've tested your exact combination scenario on my end (I hope I understand it correctly 😀 ), and everything seems to be working correctly.

I created four recipes in DT_ItemCombine, all active at the same time, and tested the following combinations:

  • X + Y = A ✅

  • X + Z = B ✅

  • A + Z = C ✅

  • B + Y = C ✅

I also tested reversing the order of the items during combination, and everything worked as expected.

I recorded a video that you can see here , showing my tests. Please take a look and compare it with your setup to see if there's anything you might have missed or configured differently.

One important thing to remember, Make sure every item placed in the level has its own unique ID. Each placed item instance should have a separate, unique ID, so please double-check that as well.

Let me know what you find after reviewing the video and your settings!


This post was modified 2 weeks ago 4 times by Farshad

   
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Hosna
(@hosna)
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Joined: 9 months ago
Posts: 520
 

@xdustyx Hey, Please take a look at this section of the documentation, which explains how to implement damage handling for custom enemies. I hope it helps!



   
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criss1818
(@criss1818)
Patreon Supporter
Joined: 6 months ago
Posts: 83
 

@farshad hello! How I can change the main menu music?



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

@criss1818 If you open WB_MainMenu, you'll find the MainMenuMusic variable, which holds the music used for the main menu.



   
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criss1818
(@criss1818)
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Joined: 6 months ago
Posts: 83
 

@farshad thank you! I totally have forgotten how I can set the hit animation on enemies when damaged by a close weapon. If I remember correctly did I needed to change something in their blueprint? 

For the damage on hit reactions on fire looks all ok,but wondering if I can set a standard animation for when they are Hitted by some closed weapon attacks

Edit: is possible to add custom interface inside the main menu duplicating the setting button for example? Can I do all inside the WBP_Mainmenu for this? Mostly want to show some screenshots (so images) section like the extras main menu option in resident evil games!! So it will be displayed on full image on clicked button in different screen.


This post was modified 2 weeks ago 3 times by criss1818

   
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4adedfe6bb9a61d217b728069b47adde208115a2d0b8b92e954910bedf6e6905?s=80&d=mm&r=g
(@chewchewlazergum)
Active Member
Joined: 3 weeks ago
Posts: 4
 

@farshad 

I created a fresh version of the template and started over. After setting the items back up again I also had no problems getting them to combine correctly. After migrating my blueprints folder over to my central project it seems to have fixed whatever issue was going on.

The only thing I can think that could remotely have caused it would have been duplicating Data Table entries rather than adding new ones, but -if- that is true (and it's a big if, who knows what else I was doing wrong.) that's an engine problem not something you are doing.

Either way I appreciate you looking at it for me. All seems well now.



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

@chewchewlazergum Glad to hear everything is working correctly now! Thanks for the update, and I appreciate you taking the time to investigate the issue. If you run into any other problems, feel free to reach out.



   
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