Last seen: Oct 1, 2026
Thanks for reporting this! Yes, it has already been fixed. The fix will be included in the next update. However, if you’d like to fix it in the curr...
@g-uncleray Yes, it’s a great idea! We’d just need proper Finisher animations. If we can get suitable animations without any licensing issues, we’ll d...
@arbaros Welcome to the forum, and Thanks for reaching out. Access has been granted to you via email. Please check your inbox, If you haven’t received...
@g-uncleray For your first question: WeaponFireSocketName_TP and WeaponFireSocketName_FP inside the struct have been deprecated. You don't need to use...
If your MetaHuman uses the standard default MetaHuman skeleton, there shouldn’t be any major compatibility issues. The standard MetaHuman characters a...
@calo They are important because they show the player how close they are to an item and when it can be picked up.However, if you need to hide them any...
BP_PlayerCharacter_MetaHuman is a child of BP_CharacterBaseAdvanced, which uses the GASP locomotion and Motion Matching system. The MetaHuman setup us...
@g-uncleray For changing the pipe-holding animations, go to your character’s Animation Blueprint, then open Overlay Layer, ThirdPerson View, and TP. T...
@g-scairp I understand now. In the modern survival horror framework, by default, we don't have a dedicated item that is required for saving, since tha...
@g-uncleray I watched and reviewed your video. Yes, when the items are placed very, very close to each other, you need to slightly reduce the `Interac...
@g-uncleray Glad to hear you resolved your previous issue! 😀 okay, I tested this in the default/vanilla version of the framework by placing ...
@leventoget Hey Levent, if you want to completely disable weapon sway, you can do the following: In ABP_PlayerFP, go to the LookWeaponSway functio...
@g-scairp Hey, welcome to the community forum!Could you clarify what you mean by “feed for saving” and “feed for recording”? Do you mean a save system...
@g-uncleray Glad you got the first issue resolved! Because you’re using a custom skeleton, all of the Montage animations need to be retargeted to yo...
@g-uncleray It looks like your new skeleton may be missing the weapon sockets. The default framework skeleton has specific sockets set up for each wea...