@criss1818 For melee weapons, if you add a trace-based hit detection system, you can reuse the existing hit reaction animations. Otherwise, another approach would be to create dedicated hit reaction animations for melee weapons that respond differently depending on the angle from which the character is hit.
As for creating a new main menu screen, yes, That's possible. Just keep in mind that modifying WBP_MainMenu can sometimes lead to mistakes that you might want to undo. So, if you're not using version control, make sure to create a backup before making any changes.
Problem: I can't package my project (UE 5.6, Windows) — cook fails with ExitCode=25 (Error_UnknownCookFailure)
Critical error:
Assertion failed: !Hash.IsZero()
[File: .../Engine/Source/Runtime/Engine/Private/Animation/AnimSequence.cpp] [Line: 2150]
Cause: 5 first-person animations have`Skeleton == nullptr` because they depend on a skeleton that's missing:`/Game/.../Characters/Mannequin_UE4/Meshes/SK_Mannequin_Skeleton` (does not exist).
Affected animations:
- AS_DoorOpen2FP ,AS_DoorOpen3FP`
- `AS_FP_Pistol_DoorInteract` ,`AS_Pipe_FP_DoorInteraction` ,`AS_Rifle_DoorInteract`
There are also Anim Montages with broken references to animations in`Old` (Zombie) and`Shotgun` folders that no longer exist.
Question: How do I reassign the skeleton to these animations (retarget from UE4 to UE5), or how do I clean up the broken references so the cook doesn't fail?
@neoakiro Hey, It looks like some assets from your older project were migrated or copied into the newer version, causing broken references... We've tested packaging with a fresh download of the framework, and everything works correctly.
To fix this, if all the errors are related to the UE4 Skeleton, which is no longer included in the framework, try retargeting the affected animations to the UE5 Skeleton and replacing any broken references.
For future updates, we recommend starting with a fresh version of the framework and manually transferring your custom systems and assets instead of copying folders through Windows Explorer...This helps avoid compatibility and packaging issues.
Hope this helps!
Heyy! I integrated a free asset from Fab (zombie + dismemberment system) and I added the event any damage to the enemy just like the tutorial on the documentation but this zombie needs a hit result to know which bone was affected so the dismemberment can work. I was using a different survival horror template before and the weapons had a hit result system ( like in the picture I attached), but I saw that the event any damage doesn't have it. Is there a built-in method within MSHF to expose or pass the weapon's line trace HitResult (or at least the hit bone name/component) to the enemy when damage is applied, so the dismemberment system can read it?
@xdustyx Hey! You can do this inside the WeaponLineTrace function in AC_Combat. The Line Trace provides an Out Hit result, which you can pass to the enemy that was hit. You could use casting to achieve this, but we recommend using an interface instead.
Simply add BPI_Enemy to your enemy Blueprint. Then, when the weapon's line trace hits the enemy, the BoneHitInfo variable will provide the bone hit information you need for your dismemberment system.
@farshad FYI - When holding the flashlight while facing the camera (face of character visible), pressing forward to turn the character away from the camera causes the flashlight-holding arm to briefly clip into the character’s body before the character completes the turn. Hard to get a screenshot but this can be replicated in a few attempts especially if character is turning clockwise (0.5.1, not tested if issue persists when holding a pistol)
@farshad Thank you so much! I'll try it out. Another issue I'm having is that I changed the animation for when the character is holding a pistol and when the zombie attacks (the bite animation) the character stays in his holding pistol animation. Same thing with shotgun
Hey, Thanks for reporting this! We're currently working on improving this further, and we'll keep you updated on our progress.
@xdustyx By default, when a zombie starts the bite attack, the player's current state, including aiming, should be interrupted, and the character should transition into the bite reaction animation.
Did you add your custom pistol animations using Anim Montages or another custom way?
I have another question, is there a way to trigger the bite with the collision boxes in the zombies hand? Like the zombie is trying to reach the player and instead of the colision boxes damaging the player it goes to the bite animation
@farshad @hosna Hello! I am not sure if I have understeand correctly,do I need to copy the metahuman parts inside the BP_Zombie? What about the main mesh to use and the ABP of the various parts? Do I need to copy the workaround done with the metahuman player?
I hadn’t been doing any major coding however so it is a weird problem.
Greetings! I really like your project. I have a couple of mechanics for a standard GASP 5.8 project, and I'm thinking of combining them with yours. Because your project and mechanics are probably the most suitable for me. In addition, you have a Forgotten Puzzles project – Modular Puzzle Pack — I think that in the future I will also buy and combine it. Unfortunately, I'm not a programmer) I can only do this with the help of tutorials.). It would be great to get a guide on how you transferred the mechanics from the project to the GASP ragdoll 5.8 project!
@xdustyx Yes, that's possible. Currently, the bite animation is triggered when the player gets within a certain distance of the zombie. However, you can call the Bite Player custom event in AC_AIBehavior whenever it makes sense in your own logic.
Regarding the bite animations, they should play immediately for both the player and the zombie. This has nothing to do with sequences.
So, you changed the animation used when the character is holding a pistol. When the bite animation is playing, can the player still perform any actions, such as moving or shooting? Did you simply replace the animations, or did you make any other changes?
Could you try restoring the original default animation and see if it works correctly again?
