I initially thought of doing that, but then you’d have the opposite problem. Maybe it’s the lesser of two evils though.
I’ve seen this happen on and off and I’m not sure the cause. There is nothing marking that field as read only. In fact, that field is marked as Edit Anywhere and the Selected Asset from Browser is just standard UE code. I’ll keep poking at it.
Not terribly shocked by this. You could be renaming a blueprint that is mid compiling in the background, or invalidating some internal pointer in the editor. If you get a solid repro, let me know. In the meantime, I’d simply close the Ability editor when renaming things.
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There is inherent blending with the Able Ability Animation Node and it definitely works as long as you let the system manage things and are passing in Animation Instances (not montages). Montages have their own complex blending system that you’re better off just using Dynamic Montages with.
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Targeting and Collision Query use the same code. If you enable the “Draw Collision Queries” option, you should see the same thing. As for debugging it, just turn on Verbose mode and it should tell you how many targets it found, etc.
That’s an old bug that should be fixed. A good way to prevent that in general is to save your custom task, compile it, test it, etc. Then go and add it to your Abilities. Basically measure twice cut once. Granted this isn’t possible if you’re being highly iterative with Custom Tasks (and I’ll run my local custom tasks through and make sure I didn’t miss some edge case), but that’s been the only fool proof strategy I’ve found with the rather dynamic nature of Blueprints linking other Blueprints.