Last seen: Jul 1, 2026
@ben4886 We don’t have it for this section in classic? Hmm 🧐 … I’ll check and If it’s missing, I’ll add it .
@calo I’ve tested these changes, and the zombie is now much more aggressive and they vomit frequently 😀 Please test it, and if you feel it’s...
@ben4886 These tutorials are only for the Modern Survival Horror Framework. The Classic framework has a different design in this area and the ammo set...
@gamestart Thank you for your good question. You can find the flashlight socket on the character skeleton named FlashlightSocket, and you can adjust i...
@jstudios There’s no need to create a Data Table for ammo items. The ammo system is designed to be automatically handled by the weapon, so you don’t n...
Could you please show the issue with a video or a few screenshots? That would help me understand it better and guide you more accurately.
@calo for the map system tutorial, everything is already aligned with the current version. There’s just one small change, a new blueprint called BP_Ma...
Update 0.4.3 New Discard system: Keys and Keycards can now track how many required doors remain locked. As long as an item is still needed ...
@jstudios Since you have already been verified, please check your email, access has been granted to you 😊
By default, barrels and crates already spawn an item after being destroyed... You can create a child from BP_WoodenObject, then assign your new mesh. ...
@jstudios The character sounds related to interacting with the door are handled directly in the door’s class and you can modify in editor . The damage...
@chris Hey, your game looks really interesting ... you’ve clearly put a lot of time and effort into it. Thanks for sharing it with us here. I am looki...
@ben4886 Is the socket on your weapon for the muzzle flash exactly named MuzzleFlash? Also, in DT_WeaponsData, the WeaponFireSocketName field needs t...
The crows behavior work like this: if the player gets close to them for the first time, they’ll just fly along the spline path, then return to their o...