@criss1818 Have you made the changes you mentioned inside ABP_PlayerCharacterMetahuman, under Overlay-> Third Person View->TP?
Because if you connect the Pistol branch in Blend Poses by EWeapon to the Rifle logic, the pistol overlay animations will switch to the rifle animations. If there's still something I'm misunderstanding about your issue, could you send me a short video so I can see exactly what's happening?
You can also change the Aim, Idle, Walk, and Run animations in this overlay section without any issues. I've demonstrated this process for five new weapons in my recent livestreams; one of the streams, I think, is still live, and I'm also planning to turn the livestream highlights into proper video tutorials. I'm just waiting for v0.6 to be released first.
Regarding making zombies attack faster, do you mean reducing the delay between attacks so they can start another attack sooner after finishing the previous one? If so, have you tried lowering the Wait Time and Wait Time Deviation variables in AC_AIBehavior on the zombie class?
If you've created a zombie using a MetaHuman skeleton, you'll need to create a separate Anim BP for it and assign it to your zombie character. However, this depends on how you've set things up.
For example, this applies if you've fully converted your zombie character to use the MetaHuman skeleton as its main mesh. But if your MetaHuman meshes are children of the UE5 zombie mesh, you shouldn't need to do anything special, since the MetaHuman meshes should receive their animation poses from the parent UE5 mesh.
As for the Blueprint error you mentioned, it indicates that a Blend Space inside AnimBP is referencing a skeleton that doesn't match the one expected. Have you changed or removed the original skeleton or skeletal mesh? The original skeleton is located here:
ModernSurvivalHorrorFramework/Demo/GASP/Characters/UE5_Mannequins/Meshes
Regarding the MetaHuman animation issues you're experiencing, are these happening in a fresh copy of the framework or only in your current modified project?
I'm asking because I haven't encountered any of these issues in a fresh version of the framework. Changing poses and weapon overlay animations for MetaHumans works exactly the same way as it does for the UE5 character, without any issues on my end.
@farshad the overlay I have changed are the ones inside the overlay state as always! I am going to say what I have done in order,let's start with the main issue,the metahuman run overlay on the pipe.
So I have a knife animations actually on the pipe,it's that pin that I have changed the 3 animations (idle,walk,run) and What I have understeand I have done the retarget on my Metahuman_SkeletalMesh (the one with only the hands). Yes I am doing all of this on TP (STATE).
For the handgun the pin is connected to the handgun return pin state of course,then shotgun and rifle.
The main issue is the fact that I have the run animation on the knife and when I play it looks totally different in game. I will try again to make a retarget but was wondering if the main issue is RTG_UEFN_to_Metahuman_nrw since it's pointing to a "normal" metahuman body of default. I am going to change and modify it with mine and try again with this,it's located in the details panels
I have lowered the walk and run animations gate. For the handgun,I removed the flashlight and simply created the same workaround as the shotgun. I will try with changing the IK_Retargeted in class defaults on the details of the metahuman abp with mine,and will see.
It looks like the metahuman is not doing the run animations and it's played different,I have always done the retarget on my body mesh of the metahuman so it's always the same.
For the attacks animations looks all good for now.
I will try to resolve the issue with the abp_zombie tomorrow and let you know! I will also try to make a short video of it,but I suspect the issue can be the RTG_UEFN_to_Metahuman_nrw because it's pointing at a normal body of default.
The skeleton I selected is correct,so I don't know what is happening,It's a new copy of the 0.5! The one of september,this error happened totally random.
The livestream was mostly on first person camera,I saw the stream in live! I always done the same workaround since 0.2 so I am going to try with another general retarget of the amimations,my walk and run values are low,but it seems only the body is receiveng the animations because even the head is not moving in the idle knife, even if in the main animation is moving the head.
@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?
Anyone?
@farshad So after changing the IK_Retarget nothing happened,and I am suspecting the problem is the blend pose by bone. As far I understeand,you are blending the main pose of the pipe to the main state,so only the body (upper part) will be played,this is why the head and legs are always the same in the run animations. There is any way to have the full body playing the animation? Maybe I also can go without changing the main poses till 1.0 (I hope state machine will be included) so we can also have the full animation played with the weapons,because doing like this only the upper part will be played,it's mostly far away for a simple implementation. I have also tried with spine_03 on the blend pose by bone,and it looks my metahuman is actually moving the same as the animations inside the anim Window,but yeah it looks the back is totally broken with this.
After this,I can probably stay away from changing the animations for now on pipe,handgun and shotgun,simply because they play the upper part of the body and not the full animation.
@iamry4ndee The logic responsible for looking at nearby items is handled in the UpdateHeadRotation function inside ABP_SandboxCharacter. Is it possible that you've modified something there or unintentionally affected that logic?
@criss1818 Let me explain a bit more about how the animation system works in the framework; maybe this will make things clearer.
In the framework, the Overlay system is used to blend upper-body animations, while all the lower-body locomotion comes from GASP's Motion Matching system. Now you might ask, why did we do it this way? Why use an Overlay system at all? Well, the reason is that GASP doesn't include Motion Matching animations for weapons, it only has them for unarmed locomotion. So since we don't have those huge Motion Matching animation databases for every weapon, we use the Overlay system instead, which is actually a very effective solution, although getting the blending right can be a little tricky!
Now, if you want your new animations to play as full-body animations, you have two main options. You either need a complete set of animations for all the different movement states so you can add them to the Motion Matching database, or you can use a traditional State Machine. Of course, even with a State Machine, if you want to achieve the same smoothness and quality of movement that Motion Matching provides, you'll still need quite a lot of animations and a well-designed animation system.
So yes, I can confirm that with the current Overlay system, the animations you replace in that section mainly affect the upper body. However, blending those animations with the lower body can still produce really good results if you use the correct bone settings. I actually demonstrated this in my third-person livestream, the one after the first-person stream; I think you missed this one 🙂 where I added new animations for a shotgun, rifle, and SMG and showed how they work with the existing system.
Here's a video of the third-person mode in its current development state. Just for example, we've added completely new Idle, Walk, Run, shoot and Aim animations for the Shotgun and SMG, with the upper-body animations blended with the lower-body locomotion.
Hi guys, having an awful problem where my character will start moonwalking when he's picked up the BP_Pistol. Never had it happen before. Barely touched any code at all.
I could re-install the entire pack and go from there but I really dont want to.
Still learning but when you guys send updates, does it automatically update on my machine?
Or is this Unreal Engine 5.9 breaking the code. I think 5.9 came out today or something. Let me know guys otherwise I will have to refresh from zero AGAIN. 🙁
The glitch is hard to explain. Immediately after picking up the pistol I push forward on the gamepad and he goes back removed link I can brute force a forward direction by pressing W on the keyboard but the character moonwalks forward.
While I'm here, just noticed a typo in the Hip Pocket attachment.
Instead of "Carrying" you have "Carring". Just letting you know about the typo.
In regard to my previous post. I might just re-install the MSHF again because I recently installed it again 2 days ago anyways.
I swear to you I didnt touch the code, so I dont know what happened.
In the viewport of BP Pistol I DID shrink down your Basic pistol mesh and put it inside the very tip of my gun, so the laser still worked and the bullets. Maybe that did it if you guys want to try to re-create.
If one of you devs want to jump on my PC remotely to inspect that would be fine. I will go for a smoke and do some waiting before I do anything, it might be worthwhile to you guys just to see the code break and troubleshoot it for future reference.
Also is it at all possible to change the aim of the flashlight when you aren't holding the pistol? The tracking on the flashlight is 1 million times better when holding the Pistol. I find the light is often hidden behind my player model's face. I would send the beam direction about 10 Degrees to the right of the screen when the handheld flashlight is being passively held.
Thanks again guys
After re-installing MSHF its back to normal, I will have to make some small adjustments from here to get back to yesterday but should be good. My Map is fine but the code was ruined, first time I was suddenly locked in First Person mode. Anyways its lucky it's able to be patched up instantly, or semi-instantly.
My minimap needs rescaling lmao. but we're getting close to launch.
Is there an interface for "interact" that I could add to my previous code in place of my old code's 'Interact' Button?
So I can keep the same door animations intact with my audio cues.
All i would do is make the door interactable after adding some key booleans. etc. I would just swap my "Press a on gamepad" with your input for the same action "a on gamepad" but Idk what interface to add. Sorry if this is in the videos, I am going to do a deep dive into them, I just am busy finishing my map alongside a whole bunch of animating.
Anyways. Love yall.
it was somehow my gun janky model. I mustve missed it in my first playtest. but I have resolved the issue entirely. i will watch your tutorials and do it the right way from now on. I think my player was colliding with the gun somehow, so my character was bouncing off the gun on his hip?
The new gun is the Kel Tec P50
@g-jonnorthmarketing Hey Jon! I'm so glad you managed to fix the pistol issue!
Just a quick question! Did you start your game using MSHF as your base project, or are you trying to integrate its systems into an existing project?
MSHF is designed to be used as the foundation of your game, so ideally, you should start with the framework and build everything on top of it.
As for the flashlight... it's actually easy to adjust! 😊 Just open your character's Skeleton and modify the flashlight socket to change its direction (There are several flashlight sockets available, including ones for the chest-mounted flashlight, as well as separate sockets for First Person and Third Person modes...so make sure you're adjusting the one you're actually using.)
One little tip though... Please make sure you have a backup of your project before making any changes.
I'd also really recommend using source control, like Git. It's a lifesaver! If something goes wrong, you can simply roll back to your last working version instead of having to reinstall everything and start all over again.
One more little suggestion! Before making major changes to your main game project, I'd recommend spending a little time experimenting with MSHF in a separate test project...It'll help you get familiar with the different features, understand how everything works together, and make things much easier when you're ready to customize it for your own game!
Really happy to hear you're making progress with your game! 😊
@iamry4ndee The logic responsible for looking at nearby items is handled in the UpdateHeadRotation function inside ABP_SandboxCharacter. Is it possible that you've modified something there or unintentionally affected that logic?
Is the logic responsible for keeping the head direction locked into the item inside this code or there is something else in the ABP?
Head look still works, but, when i turn the camera to face the front of character or on either side while its looking at an item, the head turns side to side instead of the default where it stays locked in the item direction regardless of the camera angle.
@iamry4ndee That's because we also have BS_Neutral_AO here, which controls the character's ability to look around as the camera moves. It's activated when the player isn't near a specific item. You can also modify this part to suit your needs.
@farshad Perfect! I understeand now,do you actually think with the state machine the animations will be played in full body right? I know the motion matching has some features and also as well the state machines,but yeah I hope it will be added!
There is just one thing,do you think is actually possible to add a list of montages when the enemy is hit by a close weapon? For the fire weapons looks really good,also I want to ask how are you controlling this,there is any logic that I can take for controlling the points ? It's the bone hit name inside the ac_combat? I need it for another logic.
Also I saw the improvements on explosion in the video and that you have changed the animations. There is just one thing,I want to change the aim state location of the springpoint with the shotgun,is possible to doing some changes only for it ? For the shotgun,I prefer to take a more lower spring arm,for the hangdun is right but I have a different aim animation for the shotgun,also just want to point that the hands are kinda broken because the arms are not in line,but is ok for now.
Are you also providing some AI Enemy general improvements on 0.6? They looks like standing and waiting for the player to attack for now,I remember you was also working on them. Do you also think the stalker will be compatible with ue5 skeleton / metahuman?
Also for the metahuman zombie,we were talking about it days ago,the main mesh remain the same and I need to insert the body parts inside the BP with only the abp actived on the body? And the main mesh is also abp_zombie?
Can't wait for new updates,it's really looking good about these new updates!
Edit:I also remember a new feature with a new spring arm on walk-run,looks really good also the possibility of changing the direction when running!
