Last seen: Nov 14, 2026
@kosur It would be possible, but it would require changes to several different systems in CSHF. The entire locomotion system would need to be reworked...
@rozhkovskyproduction Just add an Is Valid check before Spawn Sound 2D.Connect the Valid branch to Spawn Sound 2D, and connect the Is Not Valid branch...
@g-anasaladely Hey! Please read the first post in this topic to know how to get access to the documentation. If you have any questions, you can email ...
@g-uncleray Yes, this is something we're currently looking into to improve it in the next updates.
@g-uncleray Yeah, it looks better now! Did you change the play rate of the animations themselves for the turn-in-place? Which animations did you modif...
@fabio Adding new weapons to the framework shouldn't be too challenging and generally doesn't require major changes to the existing weapon system. Ho...
@g-uncleray This is related to the overlay in the Animation Blueprint, as we discussed before. For v0.6, we’re planning to improve it by making some c...
Thank you so much! Really glad you're enjoying the latest update!Features like DLSS and FSR aren't generally available as standard built-in Unreal Eng...
@iamry4ndee Yes, I noticed that. But I think it only happens when walking backward, not when running backward. It’s caused by the logic inside the Up...
@iamry4ndee @criss1818 The quickest way to achieve this is to disable both Strafe and Aim in the CharacterInputState variable.You’ll also need to a...
@criss1818 The Storage Box doesn't need to be visible or accessible to the player in the level. You only need to have its actor placed somewhere in al...
@criss1818 Yes, after 0.6, we’ll move directly to 1.0. For the updates after that, we also have plans to add some manual options with a section in the...
@criss1818 Yes, the current Zombie AI is designed to behave like the classic slow and less aggressive Resident Evil-style zombies by default.Besides t...
@mbthecomposer Are the Motion Warping setup and Contextual Animation configured correctly? If the Motion Warping Notify States and their values are se...
@ben4886 You can use the GetWeaponType function from AC_Interact and check whether the current Weapon Type is set to Unarmed. If it is, so can trigger...