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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
Topic starter  

@criss1818 What post-process effects are you trying to apply? could you test in an empty level with no Game Mode and see if the same issue occurs?

Also, when you say "in game," do you mean Play In Editor or the packaged game?



   
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criss1818
(@criss1818)
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@farshad just tried,it doesent work on a new level with none on the gamemode I am in editor mode! Also in viewport and PIE it doesent work,only when I am in the editor,but in game is disabled totally

Also,I have a crucial question! I have a custom camera with some parametrers altered,there is a problem when I take the weapons and it switch to the framework camera. How I can force to use the new camera that I have created ? There are some change that I need to do? Because it turns at the default camera once I pick a weapon! 

I already selected auto active camera on the new one and disabled the default one in the details,this is not an asset It's a custom one I have done,just want to see if is possible to integrate disabling the default third person one. It works all good until I take a weapon and it returns to the default one.

By the way I am noting all of these changes when 0.6 will be out,so I dont need to ask all of these questions once again!

Edit: is possible to lower the speed walk when the character is injured and disabling the running injured one? Is the injured state enabled at <50 health?


This post was modified 2 days ago 2 times by criss1818
This post was modified 1 day ago 4 times by criss1818

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

@criss1818 In AC_Interact, check the EndInspect custom event and make sure that after the weapon interaction ends, the camera switches back to your custom camera.

Also, do a global search for the SetActive function across the entire project. Check wherever it's being used and make sure your custom camera is activated where needed.

Regarding the injured state, the character enters the injured state when health drops below 60. You can adjust this threshold in AC_Health.

As for the Post Process effect, it's strange that it's not working in any game mode! If you've enabled the Infinite Extent option, the effect should apply across the entire map.



   
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