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[Sticky] Support – Modern Survival Horror Framework

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Auron
(@auron)
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@mrksmt9

Hello, in the BP, in the DoInteract, did you make any modifications or did you just place the BP in your level?


This post was modified 2 weeks ago 2 times by Auron

   
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 CaLo
(@calo)
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@farshad do you mean the UpdateHolsterWeapon in AC_Interact?, if so, i removed it and the weapons still show if i change weapon



   
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Farshad
(@farshad)
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@calo Simply open the UpdateHolsterWeapons function and disconnect it, as shown in the image. It should fully remove it from your game.



   
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 CaLo
(@calo)
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@farshad Ok, sorry for the dumb questions, thanks a lot!



   
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 CaLo
(@calo)
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Speaking of dumb questions 😆 , i notice the weapons shift independently of the character, is something to do with the retargeting?, anything i can do?

https://youtu.be/92MhOjUNbE8



   
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Farshad
(@farshad)
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Topic starter  

@calo  That’s actually a very good question. The issue comes from the differences between the UE4 skeleton and the UE5 skeleton. I’ve checked it, and to fix this, you need to transfer three sockets related to holding weapons in hand from the UE4 skeleton to the UE5 skeleton using the same names.

I also sent you the tested values for these sockets(Images provided), set them exactly as I provided, though you might need to tweak them depending on your character’s form. For the default UE5 mannequin, these values work very well.

Finally, you need to go into "AC_Combat" and make a small change in the "AttachWeaponToPlayerHand" function. I’ve sent you an image showing exactly what to do. If you created a child class of "BP_Character" for your UE5 character and are not using the main character class, you should cast there; otherwise, just get your UE5 mesh. This will solve your problem.

If you have any questions, don’t hesitate to ask.


This post was modified 1 week ago 6 times by Farshad

   
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 CaLo
(@calo)
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@farshad Thank you!



   
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 CaLo
(@calo)
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hello @farshad i am using a metahuman, and the issue still persist (i assumed that this works with metahumans too), and i notice that when i reload the pistol it pivot the the left.



   
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Farshad
(@farshad)
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@calo We haven’t tested it with MetaHumans yet, but it should be possible to make it work. You might just need a few extra tweaks on the sockets.



   
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(@leventoget)
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I’m currently continuing in FPS mode, but the item pickup flow feels like it slows the game down too much. Right now, every time I pick up an item, I have to inspect it first, then press the interaction key again to add it to the inventory. That breaks the pace quite a bit.

Since there is already an examine section inside the inventory menu, I’d prefer items to be added directly to the inventory without any intermediate widget or pickup screen appearing.

How can I set it up so that items go straight into the inventory as soon as they are picked up, with no extra inspect/popup step?



   
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Farshad
(@farshad)
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@leventoget Thank you for your question. The FPS mode inspection system is inspired by the Resident Evil 7 design. However, if you want to remove the first-person inspection mode, it is simple to do. I have prepared a short video for you. Please watch it here. Also, make sure to create a backup of your project before making any changes.

If you have any further questions after that, feel free to ask. I would be happy to assist.



   
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(@leventoget)
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@farshad You are best bro... thank you



   
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 CaLo
(@calo)
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Hello, i need to open a door when the player enters a trigger, how can i achieve that, will appreciate any help!



   
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Hosna
(@hosna)
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@calo Hey, If the door is not locked, you only need to call the Interact function in the door class. However, if it is locked, you should first call the Unlock function and then call Interact.



   
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 CaLo
(@calo)
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Thank you @hosna, that screen is form the level BP correct?, if so there is there a way to do that with a BP actor that i can place on the level?



   
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