Last seen: Oct 1, 2026
@g-uncleray It’s better not to duplicate it, as it could potentially cause issues. If you want to have a separate sample class for your MetaHuman char...
@g-uncleray Are you using the BP_PlayerCharacter_MetaHuman class? This class is specifically designed for MetaHumans and has its own separate Animati...
@zweihandstyle We’ve also sent a follow-up email to you. Could you please check your spam folder as well? If you still haven’t received it, could you ...
@g-uncleray It looks like your MetaHuman mesh hasn’t been set to the framework’s default skeleton. You need to right-click on your main MetaHuman mesh...
@commancho Cool that you’re using C++ too! It’s a great path because learning C++ will prepare you for UE6, where you’ll need to work with both Verse ...
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@commancho Oh, this is so cool! The combination of fixed cameras and an isometric projection is really interesting. Looks very cool. Are you using CS...
@fabio Yes, I understand now; you’re looking for where the weapon’s damage is applied so you can connect it to your enemy’s existing damage system.The...
@fabio No, please don’t worry, and feel free to ask any questions you have. I’m happy to help!I understand what you mean. First, I need to know exactl...
@criss1818 You can check the Spring Arm in the Character class and change the Target Arm Length there to adjust the camera distance while running.
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@ben4886 Hey,Since the Weapon class, and equip section has undergone some changes in V2(most are refactoring functions), I’m planning to make a tutori...
@ben4886 Looks great! Ben, I think making a tutorial explaining the Pre-Rendered Background and the workflow you’re using to create it is a very good ...
@mbthecomposer We have it on our radar. It’s currently in the task queue for review, and we’ll most likely work on it after the MSHF v0.5.
@chris We expect V2 to be released within the next 1–2 weeks, possibly sooner.