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[Sticky] Support – Modern Survival Horror Framework

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Farshad
(@farshad)
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Joined: 9 months ago
Posts: 533
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@xdustyx Changing animations shouldn’t affect the Grab and Bite system. I replaced the pistol animation with a different one and had no issues. If you’re still experiencing this issue, please record a video showing how you replace the animation and how the problem occurs. That will help me understand exactly what’s happening.

Regarding the camera behavior during Grab and Bite, this is controlled by a Timeline and camera curves. Please make a backup of your project first, then modify the curves to make the camera movement smoother. I’ve attached a screenshot showing the relevant section.


This post was modified 5 days ago 3 times by Farshad

   
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Farshad
(@farshad)
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Joined: 9 months ago
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Posted by: @criss1818
↑

Posted by: @farshad
↑

@iamry4ndee @criss1818 

The quickest way to achieve this is to disable both Strafe and Aim in the CharacterInputState variable.

You’ll also need to add a Boolean variable to prevent the UpdateRotationPreCMC function from overriding the rotation settings.

I’ve made a short video showing how to set this up quickly and enable the feature.

VIDEO ( MOVE TO DIRECTION)

One important thing to keep in mind: this movement mode should not be active while the character is picking up items. When the pickup animation starts, temporarily set the movement/rotation back to its default state, then enable this mode again after the pickup interaction is finished.

Alternatively, depending on the behavior you’re going for, you could enable this mode only while the character is running, similar to the Resident Evil remakes, while keeping the normal strafe movement when walking.

This setup will need some additional testing, as I haven’t tested it across every system and interaction. If you notice any conflicts with a specific mechanic or animation, you can temporarily disable this movement mode during that particular action and enable it again afterward.

Hope it helps!

 

Hello @farshad! Is possible to have something like this but as default and not pressing an input? Is all ok with the aim state and all of the other things? I mostly want to implement right now but wondering if you have some new suggestion to make it as permanent and not with an  input pressed! 

Also I still hope for the state machines locomotion in the next updates!

I tested it using input to avoid changing the default setup, but you can enable it by default, probably in Begin Play? Ideally, this system should only be active while running, if you like it exactly similar to Resident Evil.

I haven’t tested other sections yet to check for conflicts, but I don’t expect any. Let me know if you see something

 



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

1. How do I do the same thing with a key as with a key card?

2. Cabinet and drawer Blueprint 

Cabinet and drawer drawing my logic may be useful to you https://youtu.be/NwU9duUaeNM



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

@hosna thank you,I was talking about the normal state (without weapons) where is the database of locomotion ? Just want to change the walk_Forward and run_forward for now



   
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(@kurylo3d)
New Member
Joined: 3 months ago
Posts: 2
 

I have a question. How come the skeleton for modern survival horror framework for the metahuman has extra joints then any you create with metahuman creator. 12 extra bones is in yours. The ones that end with "_dyn"



   
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criss1818
(@criss1818)
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@farshad It's for the walk and run mostly,can I still follow the video you have sent?

Just one more thing,I will do the best to attend on the new live if I will be free,I have just a question about it because I will also use the new inventory! 

I just want to suggest if you can keep the quick-slots assigned also in the new inventory,you can always keep that feature to assign them in the new inventory because is mostly crucial! 


This post was modified 5 days ago 4 times by criss1818

   
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Farshad
(@farshad)
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Joined: 9 months ago
Posts: 533
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@criss1818 Thanks for the suggestion! We'd be happy to have you join us for the live stream if you have time! 

As for the Quick Slots, we'll give it some thought and explore how they might work with the new inventory system.



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

@kurylo3d The MetaHuman skeleton used in MSHF comes directly from Epic Games' Game Animation Sample Project (GASP). We haven't added or removed any bones, so those extra _dyn bones are already part of the original skeleton provided by Epic Games.

We've also tested importing MetaHumans into MSHF without any issues. Check out this video: https://www.youtube.com/watch?v=xlWrw-vB8UU



   
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criss1818
(@criss1818)
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@farshad perfect cant wait! Sorry for the various edit of the messagge I think you didnt see it. For the question of before,can I follow the same video ? Because I also want to do it with the walk and not only the run!

It will be mostly face the direction he is turned off. So if he is at left he will face left until I will move it again!


This post was modified 5 days ago by criss1818

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

@criss1818 I'm currently playing RE3 Remake again 😀 and I've noticed that this feature only applies when running. When walking, the character doesn't rotate toward the direction of movement. Maybe you see this in RE2 Remake?

But yes, you can enable it for walking as well. However, you might run into some conflicts (I'm not entirely sure because I haven't tested it completely) that would need manual adjustments. I haven't noticed any issues with running, though. You can give it a try and let me know the result!


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(@xdustyx)
Active Member
Joined: 3 months ago
Posts: 16
 

@farshad thank u! I’ll definitely record it. 

I have another question, I’m trying to make a fuse box and I duplicated the weapon locker to use its functionality. I also added the fuse item data asset and added to the tool list as well, but I’m not sure how can I make the fuse item usable when interacting with the fuse box, could you guys help me? 🙂



   
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6f43f0156e2e3cbee8213015e3458701
(@fabio)
Trusted Member
Joined: 3 months ago
Posts: 38
 

Hi Farshad! I'd love to join the livestream, but I'll be at work. I'll definitely leave a like and watch it later!


This post was modified 4 days ago by Fabio

   
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criss1818
(@criss1818)
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@farshad There is an issue with the character walk backwards,as you have suggested there is something inside here that needs to be modified,do you have any suggestion to what to modify here? it mostly happens only with walk and run backwards,there is some clippy movement. About the walk yes I want to also try with both walk and run!


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

Hi!, how can i make so an specific enemy doesn't vomit (it doesn't make sense for this enemy type to vomit)?. Also,  the enemy de spawn after dead, how can i edit the time that it takes?


This post was modified 5 days ago by CaLo

   
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 SMK
(@smk)
Active Member
Joined: 5 months ago
Posts: 8
 

I'm using the Metahuman gamemode and everything associated with it. I'm having an issue where the camera that gets assigned is the pickup camera instead of the gameplay camera. I'm not looking for a complete solution, just for roads I could explore to find out the issue. What could be happening here?



   
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