Last seen: Jul 2, 2026
@mrksmt9 these are interesting features. We are evaluating all suggestions and will announce any updates as soon as we have news
@arcticsubn The AlUniqueCodes array is related to the same system I mentioned earlier. However, one thing I forgot to mention in my previous response ...
@commancho First of all, welcome to the community! In the WB_DifficultySelection widget, inside the StartGame custom event, you can call your startin...
@leventoget Hey Levent, these are two different systems. Right now, the framework supports its own first-person system, which is in the style of RE7, ...
@arcticsubn Hey, welcome to the community,The Spawn Point Code is used to update the enemy’s state in the save/load system, so it can correctly track ...
@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 ...
@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.
@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 ...
@calo Simply open the UpdateHolsterWeapons function and disconnect it, as shown in the image. It should fully remove it from your game. H1.png
@calo Do you want the character’s weapons to never be visible on the body at all? If so, you can simply disconnect the UpdateHolsterWeapons function a...
@calo The blinking system is not yet complete and is considered for future updates.Regarding your question about not showing the weapon on the charact...
@ben4886 Hey Ben, to add a new Physical Surface, follow these steps:1- Go to Project Settings, Physical Surfaces, and add your new surface name.2- Cre...
@sakuro If you created your own map, make sure to add Set Input Mode Game Only in the Level Blueprint on Begin Play. GO1.png
@ben4886 Great, glad that fixed it! Yeah, sometimes packaged builds can behave slightly differently from the editor due to how settings and inputs are...
@ben4886 Strange, it looks fine on my side. There’s a variable "BoostCharacterTurning"Try reducing it and experimenting with it to see if that helps. ...