🔹 Modern Survival Horror Framework – v0.4.3
Added:
Zombie Grab & Bite System with QTE (Animations Not Included - Requires Your Own Animation).
UE 5.8 support added.
New Discard System: Keys and keycards become discardable after all related doors are unlocked, showing a trash icon next to them in the inventory.
Improvements:
AI Improvements.
Adjusted AI vomiting frequency.
Corrected Animations folder paths.
Enhanced Combination Lock system.
- Improved the Multiple Key Cards system.
Fixes:
Resolved Community-Reported Issues.
Resolved injured state issues while unlocking doors.
Refined pipe inspection offset.
- Fixed Weapon locker reported bug.
Community contribution:
Special thanks to @kesotiv , @rozhkovskyproduction , @gamestart , @jsanzs , @calo for reporting bugs and helping improve system stability.
@hosna Hi I assigned my own bite animations in AC_AIBehaviour and zombie still attacking like before without grabbing player. It's still work in progress or I missed something?
@kesotiv Please watch this video tutorial to see how to properly activate the grab and bite system. If you still run into any issues, feel free to ask in the support thread 😊
(Modern Survival Horror Framework – v0.4.3)
Hi, how are you?
I’ve reviewed the recent version and liked the improvements; thank you for taking some of my observations into account.
I hope they prove helpful for future modifications.
I look forward to upcoming updates and fixes for the newly identified bugs.
I hadn't mentioned my review of the recent version earlier so as not to disrupt the team's development process.
I want to say it again: congratulations on the project—it is very robust.
Thank you. =)
@gamestart Thank you so much for your kind words and for taking the time to review the latest version.
We are really glad to hear you are enjoying the improvements, and the feedback you have shared with us has been very valuable ... We will continue improving the framework with each update😊
I noticed you modified a suggestion I had previously submitted. Thanks for listening. I’m referring to the addition of a second sound effect for when the door closes (I had noticed this before but forgot to mention it).
I’d also like to know if you have any ideas regarding the drawers. I’m asking because I’m struggling with integration—specifically setting up combinations, keys, and so on—due to the complexity of the modularity; the drawer action has become a sub-variable (which I understand, as it makes things more modular and organized for selecting the right action in a Blueprint). However, this specific drawer implementation is making it difficult for me to develop my project.
I really like the drawer system, but the current setup is quite restrictive when it comes to making changes. I had actually mentioned issues with it previously, as the desk (which became the primitive target) was tied to the drawer's code—meaning the drawer didn't end up being an isolated action.
I’d also like to know if you have any plans to include variations of the drawer... If not, I’d like to offer a suggestion.
I also noticed that the bug involving the keycard when swiping it at the door is still present (I had reported this via email).
And I apologize for constantly mentioning the problems encountered. And again, thank you for listening to my observations.
Thank you.
=)
@gamestart Hey, Thank you so much for taking the time to write such detailed feedback. I really appreciate it. 😊
I am really happy that some of the recent improvements came directly from your feedback... And please don't ever worry about sharing your ideas or reporting your problems using any part of the framework ... your feedbacks helps inspire new features and plays a big part in making the framework better for everyone.
Regarding the drawer system, yes, we do have some ideas to make it easier to work with. Ever since your previous message, we have been looking into different ways to simplify this part of the framework for future updates. While it's already possible to create different cabinet variations with the current system, we do feel there's room to make it even more modular and easier to customize.
The idea of adding different drawer variations is also something we are considering... If we decide to move forward with it, we'll definitely let everyone know.
Thanks again for your kind words and for all your valuable feedback. It really means a lot, and I truly appreciate your support! 😊
@commancho Hope you enjoy it! 😊 We've also updated the documentation and added tutorial videos for this system, so be sure to check them out.
Hello @hosna, are there any plans to add more melee attack animations to the framework?
At the moment, there is only one melee attack animation available. Expanding the variety of melee attacks would make the combat system feel much more dynamic and versatile. It would be especially valuable to have a broader range of attacks with different movements and variations.
Animations inspired by the style and weight of Silent Hill 2 Remake could also work very well, particularly for horror-focused projects where combat needs to feel impactful and grounded.
@hosna I’d also like to make another suggestion: a zombie AI similar to what we see in Resident Evil Requiem.
The zombie could move around at a slow walking pace while idle or patrolling, but once it spots the player, it could initiate a pursuit using a faster movement animation. This would create a more noticeable transition between its passive and aggressive states and could make encounters feel much more tense and dynamic.
I think this type of AI behavior would be a great addition to the framework, especially for horror games focused on atmosphere and tension.
Yeah, those are good suggestions…I’ll add them to our list to review and consider for future updates… Also, you can add your own melee attack animations to the framework and set them up to trigger under specific conditions, so you’re not limited to the animations currently included😊
🔹 Modern Survival Horror Framework – v0.5.0
Added:
-
Full Main Menu & Options System
-
Flashlight System (Handheld & Chest-Mounted)
-
FP Mode Improvements
-
Added UE5 Skeleton for first-person and Zombie AI
-
Overall improvements to interactions
Fixes:
Community contribution:
Special thanks to @kesotiv , @rozhkovskyproduction , @gamestart , @krazykracka , @g-uncleray , @ryanhayle , @contracultist and all our other amazing community members for reporting bugs and helping us improve the framework's stability through your questions, feedback, and suggestions.
Important Note: Some of the bugs reported by the community have already been fixed in v0.5.0. Some others have also been fixed, but those fixes will be included in v0.5.1, which will be released soon.
Hello! Hosna I would like to give some feedback about the current shooting mechanics.
What I would really like to see is a shooting system similar to Resident Evil 7. The main issue for me is that, with the current system, the player can only shoot while holding the Aim/ADS button. Shooting is completely tied to aiming.
In Resident Evil 7, shooting and aiming are separate actions. The player can fire the weapon without entering the ADS/aiming stance, while holding the aim button allows the player to raise the weapon and aim more precisely.
So, what I would prefer is:
Left Mouse Button: shoot the weapon normally.
Right Mouse Button: raise/aim the weapon for more precise shooting.
The player should be able to shoot without pressing the right mouse button.
Aiming should improve accuracy/weapon positioning, rather than being required in order to fire.
This would make the combat feel much closer to Resident Evil 7 and give the player more freedom during combat.
I think this video demonstrates very well the type of shooting and aiming system I am looking for:
https://www.youtube.com/watch?v=My7tkR0E7JY
The current update does not fully meet what I am looking for, so I will wait and see if the asset receives a future update that supports this type of shooting system.
I believe this would be a very useful option for developers who want to create a first-person horror game with a gameplay style similar to Resident Evil 7, like my project.
Looks great,it is what i want to implement too.Hello! Hosna I would like to give some feedback about the current shooting mechanics.
What I would really like to see is a shooting system similar to Resident Evil 7. The main issue for me is that, with the current system, the player can only shoot while holding the Aim/ADS button. Shooting is completely tied to aiming.
In Resident Evil 7, shooting and aiming are separate actions. The player can fire the weapon without entering the ADS/aiming stance, while holding the aim button allows the player to raise the weapon and aim more precisely.
So, what I would prefer is:
Left Mouse Button: shoot the weapon normally.
Right Mouse Button: raise/aim the weapon for more precise shooting.
The player should be able to shoot without pressing the right mouse button.
Aiming should improve accuracy/weapon positioning, rather than being required in order to fire.This would make the combat feel much closer to Resident Evil 7 and give the player more freedom during combat.
