
Hi everyone! 👋
This topic will be used to share progress updates for the upcoming V0.5 update of the Modern Survival Horror Framework.
As development continues, we'll be posting previews, new features, improvements, bug fixes, and other progress updates here so you can follow along and see what's coming before the release.
Please keep in mind that everything shown here is still work in progress, so some features, visuals, or implementation details may change before the final release.
Thank you for all your feedback and support; it continues to help shape the framework 😊

The main menu is gradually taking shape.
The Options section has now been added, making the menu more complete. There are still a few things to develop and polish, but it's coming together nicely.
More updates soon! 😊
Good evening, Hosna. Any news on the 0.5 update? I’ve looked, but no release date has been mentioned. I hope you’re great and thx for this template.
Flashlight — Now in Your Hand
With MSHF v0.5, you can now choose between the classic chest-mounted flashlight and a handheld flashlight for your project.
If you prefer the handheld approach, the new left-hand flashlight system will be available in v0.5. We designed it with the Resident Evil-style in mind, while keeping it flexible for your own projects.
🎥 Watch the video below to see the feature in action.
Note: The handheld flashlight system is still under development and will continue to be refined.
@darkgrim75 For now, the handheld flashlight is implemented for third-person mode. We haven't finalized the first-person implementation yet. If we manage to include it in v0.5, we'll make a post here; otherwise, it will be considered for a future update.

Important Update: As the Modern Survival Horror Framework continues to evolve, we are moving toward a more focused UE5-based workflow. Starting with v0.5, the framework will focus exclusively on UE5 Skeleton and MetaHuman, and UE4 Skeleton support will no longer be included.
This change will help simplify the framework, reduce maintenance, and allow us to spend more time on new features and improvements instead of maintaining multiple skeleton pipelines.
A few months ago, we ran a community poll to hear your preferences regarding UE4 Skeleton support. The vast majority voted in favor of focusing exclusively on the UE5 Skeleton workflow, and we've taken that feedback into consideration.

v0.4.3 will be the final version of the framework that includes the UE4 Skeleton. Starting with v0.5, the UE4 Skeleton will no longer be included in the framework.
However, this does not mean that you cannot use the UE4 Skeleton with the framework. You can still add the UE4 Skeleton yourself, or even use your own custom skeleton. Keep in mind that doing so will require additional steps, such as retargeting and other setup processes, so it will no longer be a plug-and-play workflow.
From v0.5 onward, all new features and development will target UE5 Skeleton and MetaHuman.
Thank you for your understanding, feedback, and continued support!
@g-uncleray Yes, this feature is one of the features being considered and is currently under evaluation, It hasn’t been confirmed for 0.6 yet, ... but the final concept is to have a separate and distinct inventory system as the framework’s second alternative inventory system... For example, the current inventory is designed in the style of Resident Evil, whereas this one would have more of a Silent Hill–style inventory.
Flashlight — Now in First Person
With MSHF v0.5, the handheld flashlight system is now available in First Person as well.
The UE4 Skeleton First-Person setup has also been fully updated to the UE5 Skeleton, following the same approach used for the Third Person system.
We’ve also redesigned the weapon handling and aiming style, moving away from the traditional Call of Duty-style weapon presentation toward a more Survival Horror-style approach, inspired by games such as Resident Evil 7.
🎥 Watch the video below to see the new First-Person system in action.
Note: The First-Person handheld flashlight and weapon handling systems are still under development and will continue to be refined.



