@criss1818 You can look at the MetaHuman player character as a reference, but there are some differences in how you should set things up for the zombie.
In the player character, we have the main Mesh component, which has its own AnimBP from GASP. Under that, we have the Body mesh with a separate Anim BP, and the remaining body parts are children of the Body mesh.
For the zombie, you don't need this setup. You only need one main skeletal mesh with the zombie's AnimBP assigned to it. All other body parts should be added as child components of this main mesh, without assigning separate Animation Blueprints to them.
Then... in the Construction Script, use Set Leader Pose Component to link each body part to the main skeletal mesh.
This way, all body parts will follow the animation of the main mesh.
@jiggleknights Hey welcome to community forum and Thank you for the detailed explanation 😊
I am not exactly sure which parts you may have modified that could have caused this issue, but from your message, I think you've made some changes to the Data Assets.
Since you also mentioned that you've added a custom skeleton, First, please check whether your new skeleton has all the required sockets. If everything looks correct and the issue persists, could you try downloading a fresh copy of the framework and applying your changes step by step, testing after each change to identify exactly when the problem starts occurring?
If possible, we'd also appreciate it if you could send us a video showing the problem in your setup... This would help us better understand what's causing the issue on your end.
Also, you mentioned that the shotgun wasn't dealing any damage. Did you test this in a fresh version of the framework, or only after making your modifications?
@g-smollvideo Hello and welcome to community forum! 😊
Thank you so much for your kind words and your interest in our projects ...We really appreciate it!
Just to clarify, the GASP 5.8 Ragdoll system is not currently included in the Modern Survival Horror Framework. While the framework uses GASP for its locomotion system, the Ragdoll system was introduced in a recent GASP update, and we haven't integrated it into the framework yet.
If we decide to integrate the GASP Ragdoll system into the framework in the future, we'll be happy to provide guidance on it... However, it's not currently on our development roadmap.
@hosna thank you! Can I also create a custom task on the enemy? Of course,inside the behavior on the enemy AI.
I will copy the task inside 0.6 update when it will come out,just want to try if is possible to integrate a custom task for trying it now on 0.5!
Also which is the best place to implement a stamina mechanic for example? Then I also want to do a similar thing like the health! Dont know if you remember but I have the health connected to a simple progress bar,just want to do the same but with the stamina for example.
Hello, How could i change the AI detecting the player by sound range?
Hi, guys!
Could you tell me how to make a pickable item that won’t be added to the inventory when picked up?
Example: In the framework, we can select a map; when selecting it, we examine it, and then the map becomes available to us.
In the same way, in my project, I want to select a chest‑mounted flashlight. Initially, it should be unavailable; we will encounter it later, select it, and it will immediately appear on our chest, and we will be able to use it. Also, I would like to know that this will be saved in the game’s save system.
Thank you for your help!
How do I disable autosave? How do I save the game manually? The game is only saved using magnetic tape.
Recording, like in Resident Evil 1, 2, 3.
You can create a boss. When you enter a room, the door closes, a cutscene plays, and you need to kill the boss. After killing the boss, a cutscene plays and the door opens.
Will there be such an option in update 0.6?
@farshad So I replaced the "apply damage" inside the handboxes overlay triggers with the biteplayer event, but it didn't work.
And about the pistol animations, I changed back to the default framework animation and still when the zombie grabs the player, it stays in the pistol animation, but the player can't move, is just the animation that stays the same. And I changed the layered blend per bone from upperarm to spine_01. But I'm not sure if that's the issue since when the player is holding a shotgun the issue happens as well. It seems to only work when the player is not holding any weapons.
@criss1818 Yes, why not... You can create custom tasks for the enemy ai. To make it easier to transfer them to the newer version later, try to keep your code clean and separate, using dedicated functions where possible. Also, mark the locations of your additions with comments such as Custom Code or Custom Task so you can easily find them when updating.
For the stamina system... you can implement it inside AC_Health as well. However, if you plan to add other mechanics to it beyond health in the future, you might want to consider renaming the component to something more general
Hello, How could i change the AI detecting the player by sound range?
You can modify the AI Hearing Config in BP_AIEnemyController to adjust the sound detection range.
You can also adjust the noise level generated by footsteps depending on whether the player is walking or running... For the third-person character, you can do this in the Footstep section of ABP_SandboxCharacter... For the first-person character, you can find the relevant settings in ABP_PlayerFP.
Hi, guys!
Could you tell me how to make a pickable item that won’t be added to the inventory when picked up?Example: In the framework, we can select a map; when selecting it, we examine it, and then the map becomes available to us.
In the same way, in my project, I want to select a chest‑mounted flashlight. Initially, it should be unavailable; we will encounter it later, select it, and it will immediately appear on our chest, and we will be able to use it. Also, I would like to know that this will be saved in the game’s save system.
Thank you for your help!
Yes, you can do this!
I will explain how the backpack system works, as it might give you some direction.
We created a function in the BPI_Object interface to determine whether an object is a map or not...Then, inside the BP_MapFile class, we set the output of that function to true.
Next... in AC_Interact, we have another function called IsHipPouch, which checks whether the item the character is interacting with is a backpack (in code Hip Pouch). If it is, we don't need to check the inventory slots. Later in the process( in code commented with "Processing Pickup Items"), we use the function we created in the interface to ensure that the backpack isn't added to the inventory.
You can follow the same approach to create a similar system for your flashlight.
How do I disable autosave? How do I save the game manually? The game is only saved using magnetic tape.
Recording, like in Resident Evil 1, 2, 3.
The framework supports both manual saving through a typewriter and autosaving... You can replace the typewriter with another object, such as a cassette tape recorder, a computer, or anything else you prefer.
The autosave system is triggered when you use doors that change the level.
To disable autosaving, simply open the AutoSave function in AC_SaveGame and disconnect the nodes inside it to prevent the autosave logic from executing.
About new enemy BOSS, We have a similar system planned for STALKER, and we're currently working on it. More details will be shared soon.
@hosna Perfect thank you! Where is located the screen FX when the player take damage? I want to use it for another mechanic,is possible to take that logic for implementing it? Where is the code that is handled when I take damage and the screen vfx is enabled?
Is also possible to change it with another ones?
I was referring to RIBBON. When you pick up RIBBON, it appears in your inventory. Then you approach the recording device and select RIBBON to record, after which RIBBON disappears from your inventory.
If you don't have RIBBON, you can't save the game.
This is how it was in Resident Evil 1, 2, 3. HERE IS A SAMPLE https://youtu.be/3M16t6EIGR8
I'll only have this save option.
Otherwise, the game loses its purpose.
