Last seen: Oct 1, 2026
@ben4886 Thanks for the report. I'll look into it, and we'll address it in the next version if needed.
@fabio Hello! Welcome to the community! We’re really happy to have you here.Thank you so much for choosing our framework for your project, and also fo...
@criss1818 The Durability variable already exists in the weapon Data Asset, so you can use that by decreasing its value while the character is using t...
@criss1818 Currently, a locomotion system without Motion Matching is not included in the framework by default for third-person mode, but you can imple...
@criss1818 Casting should generally be used with care, especially inside bindings, since they can be evaluated very frequently. Instead, I recommend g...
@criss1818 If you open BFL_BaseGameLib, you will find the PlayCameraShake function. You can adjust the settings based on specific situations and custo...
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Hey, that's great that you are exploring adding more lock systems. I think my previous answer about creating a new interactable is actually very close...
@criss1818 Hey, simply open "ABP_SandboxCharacter" and remove the section of the node that I showed in the screenshot. This will disable AO. If you wa...
@commancho Thank you for your suggestion. I completely understand what you mean. Our current plan is to switch the default zombie characters to the UE...
@contracultist 1- We did not change the default import settings. One thing to keep in mind is that in BP_ChainedLock, the BoltCutter mesh is scaled ...
@ben4886 Looks great! I'd love to see more, Ben, please 😀
@gamestart Hey, glad to hear that the issue is solved!Thanks for the feedback about the inventory behavior. I will add a note about this to the docume...
@gamestart Hey Stefan, About the inventory items, I tested it again using a fresh version downloaded from the Launcher, this time in UE 5.8. I added ...
@gamestart The video example I sent has been tested in both first-person and third-person modes, and it works correctly. This has also been confirmed ...