@criss1818 You can use AC_Health on your character and call the GetHealth function to retrieve the current health value. If you want to create another variable like Health, AC_Health is the best place to add it.
To change the enemy's walking animations, simply open its Blend Space and replace its animations. The current zombie has two Blend Spaces, so you can check and replace the animations in both.
Regarding Grab and Bite, it has also been tested with MetaHumans and works correctly. What exactly is the issue you're experiencing?
@farshad perfect thanks! Yes about the grab and bite there is a really big issue! The last time I used it was in 0.4.3,and since the last time the animations were with the ue4 skeleton,I also done another retarget to the ue5 one. I replaced the placeholder animation correctly for victim and attacker,also have the push notify. Now the problem is that the animations for the victim and attacker are kinda broken,I also have done the update wrap points but the attacker is not doing any damage,I think I moved some notifies for mistake.
The problem is the pushaway attacker in the data,it looks he constantly freezing on the pushaway animation.
Edit: there is any other way to change only the run forward and walk forward animation on player without breaking anything on gasp?
Is the game over triggered at 0% of health on the player? Do I need to reference anything if I am going on a custom logic? I will probably reference the game over widget at the end,but just want to say if I need to reference or not,will the scene will go directly at the main menu if I die in a specific way? Or at the end I will always need to add the game over widget?
There is any chance to modify the camerashake of the pipe attacks?
@farshad hello! which is the best place to verify the pistol and shotgun linetrace if I want to implement a hitting a bone on the enemy?
Edit: I Just need to add a short logic if the enemy is being hit on the head with pistol and shotgun. I already saw that in ac_combat there are the logics on which weapon is handled.
Do I need to add the short logic after the hit actor on the linetrace? So it will verify after that if he is being hit on the head socket? And then it will continue with the rest of the logic inside there? Im mostly talking about adding only 2 things to verify if he is being hit on the head socket! is this the right place? at the beginning it says shotgun on the weapon type enum. do I need to duplicate all the logic and changing the enum to the handgun? I mostly want to do it both handgun and shotgun,just want to ask if the linetrace is still recognized also for the handgun.
@criss1818 Regarding the Grab & Bite animations, we've already fully updated both the player and zombie animations to the UE5 Skeleton in the latest update.
However, for your specific issue, there's an Anim Notify called AN_Pushaway in the final PushAway section. You can adjust its timing to the appropriate position to prevent this issue. If you follow the tutorial exactly, everything should work correctly. I actually demonstrated this setup using a MetaHuman in the tutorial.
Gasp works by finding the most suitable poses and selecting the best matching frames in real time. Yes, you can replace some of the animations, but their overall timing and movement should remain relatively consistent to ensure smooth transitions.
About Game Over question, the player death and Game Over logic can be found in AC_Health, inside the DeathLogic custom event. You can customize anything you want there, such as playing a specific death animation, displaying a custom widget, or implementing your own death sequence.
For Camera Shake, Open the PlayCameraShake function inside BFL_BaseGameLib. You can create your own Camera Shake and apply it there.
@farshad Hello,I have done some changing on the ac_health and combat,as well on the metahumanbp. there is just a main issue,there is anything I can do to deactivate the head rotation when there are object around? just want to try to disable this if possible! also I am ablle to move the rotation up and down of the character,there is anything to disable also this? I remember @hosna helped me about this but was some months ago and I can't find it now both for head and body. I mostly want to disable the head rotation when I move the camera
@criss1818 Hey! In ABP_SandboxCharacter, you can disable BS_Nuteral_AO whenever needed. It controls the character's ability to look around as the camera moves.
If you want to modify or disable the character's behavior of looking at items, you can use the UpdateHeadRotation function.
@farshad looks great.
I am currently planning to create a dodge mechanic like re3 remake,but there is some confusion on the ABP,I mean I can always do it from the blueprint with the anim montages,but it's really uncanny with gasp. Can I ask if the suggestion of the state machine is still in the list? I saw the update on the roadmap,looks really great! Also I have some pack about the shotgun fire and smg,there are some broken things on the retarget about the metahuman.
Can I ask if you are blending the pose from the gasp mannequin for the metahuman implementation? I mean,it looks like he is mirroring the main pose of the uefn mannequin,it looks great for the implementation but as long I change the animations for the weapons they looks a bit weird,maybe it's just my impression.
I have a last question,what will happen if I replace the shotgun and rifle animations for fire and the run or walk and idle?
I am sorry for all these questions,but I am commenting inside the engine and also on notes what I am changing for now,so I will not ask in the future for 0.6 and 1.0
@farshad I forgot about the message of 3 days ago,can I just ask where are you taking the damage on the linetrace for the enemy? I have put a custom logic on the sequence,but it looks like it's called everytime I shoot a linetrace,not when I hit an enemy! Where I can connect the logic when I hit an enemy?
Edit: I resolved,there is just another thing how I can disable the body rotation when the pipe is equipped? I can go down and forward with the camera
@criss1818 Let's start with your last question!
To control the aim offset rotation when the pipe is equipped, open your character's AnimBP and look for the AimOffset function. It updates the AimRotation variable, which is used to control the rotation of the spine bones.
Regarding the State Machine, this is a serious suggestion that we're currently considering for version 1.0. It's still under review, but there's a high chance it will be added!
As for adding new weapon animations, there's no need for a new system. You simply follow the same approach already used for the existing weapons. I've demonstrated this in recent livestreams, and it's actually pretty straightforward.
I also don't think there should be any major issues with MetaHumans, as long as the animation setup and retargeting are done carefully.
@farshad thats great! I also have tried to connect the handgun states inside the ABP_Metahuman like the shotgun and rifle,disconnecting the pin about the flashlight pose. Now it looks on the walk and run I have the same pose of before,basically the gasp run forward. How is this possible? Also I am going to change the shotgun locomotion and fire + aim! There is anything important I need to know before replacing the fire inside the Shotgun data and on the abp?
Also I remember about the 0.6 update on the improvements on the Enemies! Do you think it's possible to make a sort of multiple attacks chained to the player? I saw the retriggerable delay about the hand right and left box inside the BP_Zombie,Is this the main point to call the attack more fast than every 0.8 seconds ? It's possible to add more montages attacks on the zombie? I am currently created a new one and added metahumans part on the zombie BP but I am stuck on which ABP zombie I need to do.
Also there is always a blueprint error on the ABP_Zombie,I have selected the SK_Mannequin (it's the one from the framework,I already chosen the right one) but It still say this error inside the ABP_Zombie,one important thing this happened two days ago,even before I created a new zombie BP so it's not related to that. Can you help me for which ABP I need to select (I think the ABP_Zombie) on the zombie_metahuman,I mean do I need to remove the main mesh of the mannequin skeleton? Because when I import a metahuman (it already happened with my metahuman player,basically I can see only the hands on the skeletal mesh when I open it) so about the zombie_metahumanBP I already have the retarget on the ABP_Zombie but was wondering if I need to remove the main mesh or which one I need to put there.
The main error of 2 days ago is inside the screenshot. The skeleton I selected is the modern survivalhorror framework/ue5/gasp
@farshad There is a main issue inside the metahuman ABP on the blend poses on the pipe. I am using different values for walk and run,the animations I have set are different from the one played. Can I ask if you are passing the metahuman on a runtime retarget of the uefn mannequin? I can Only use the body for example,but the hand and legs are totally off and it seems only the body is changing with some low-improvements on the hands or arms,in the animation window looks good.
I can actually see the torso,legs on metahuman BP without the anim class (probably because is passing trought on the enablemasterpose) but yeah I think it's going to be hard for the poses,the retarget looks good for now,but it looks the poses on the metahuman are looking weird in game
Edit:The actual main pose blended is basically not even close,I think it's mainly on the body that is inside the enablemasterpose,so all the child of that class will follow it. But it looks completely off also for some animations on the pistol (I always talk about the idle,walk,run states). So I dont know what is happening,do you think passing trought runtime is a good choice? Because doing like this,the animations state will pass 2 times,the first on the uefn and the second time on the actual metahuman. I don't know if you can try different animations for the locomotions,I am currently using some animations on fab premium,but I would look inside this if you can!
For the high chance of the state machine it's really good that is still in the list! I would actually stay away from the runtime retarget for that.
Hello very simple. Just want to adjust the attenuation radius and colour of my handheld flashlight. Love your work.
@g-jonnorthmarketing Hey, welcome to community forum and Thanks for the kind words! 😊
It's really easy to do... I've made a quick video for you showing exactly how to adjust these settings. Check it out!
@criss1818 Hey! In ABP_SandboxCharacter, you can disable BS_Nuteral_AO whenever needed. It controls the character's ability to look around as the camera moves.
If you want to modify or disable the character's behavior of looking at items, you can use the UpdateHeadRotation function.
Hi, I am not sure what I changed but I think I broke the head look/rotation logic. The character head still looks into nearby items but while looking at it, then turning the camera to look behind the character while idle, the head then follow the camera direction and doesnt stay locked into the direction/location of the item until i return the camera to the direction of the item May I know which logic keeps the head look locked into the item direction regardless of the camera angle?
