Last seen: Oct 1, 2026
@g-uncleray Good question!All animations related to interaction and inspection are stored in the InteractAnimations variable in the Character class.Yo...
@calo Yes, it’s quite simple. Just remove the last Destroy node, set PlayingDialog to False instead, and connect the node to the reset part of DoOnce....
@g-uncleray There is a function called SetDefaultPickupMontage inside the BP_ItemMaster class. Its purpose is to ensure that if the user has not assi...
@criss1818 It’s a good suggestion, Cris. It’s just a bit more specialized, specifically in terms of how much of this inventory model, and which parts ...
A quick note: in V2, the Camera Switcher has some significant and very useful changes, details will be added to the documentation soon 😀
@ben4886 Thank you so much, Ben, for sharing this with the community! It’s great to see you sharing your knowledge and putting together tutorials that...
@commancho Yes, that’s correct. Although BP_Camera is actually very simple, it’s basically just a very basic camera actor.So, if you want, you can add...
@fabio Hey Fabio, the sliding issue might be related to the Character Movement component. Please check whether Use Acceleration for Paths is enabled i...
@g-uncleray Yes, that video is definitely helpful.For the enemy issue, does it happen only in your new map, or also in the default demo maps? Have you...
@g-uncleray All the locomotion animations in the framework are from the Epic Games GASP project, and they are implemented using motion matching within...
@g-uncleray It looks like your character has a skeleton that is different from the default MetaHuman skeleton. The MetaHuman class and the ABP_PlayerC...
@fabio You're very welcome! I'm glad I could help.
@commancho You can customize BP_CameraSwitcher however you like. We’ve tried to design the system to be simple and also flexible, so you can add diffe...
@g-uncleray That’s a good suggestion! I think we’ve actually considered something similar before. I’ll check it and if it hasn’t already been added, I...
@fabio Hey Fabio, since your custom enemy comes from a third-party asset, its internal damage and AI implementation may work a little differently from...