Able v3.20 has been submitted. Notes below.
[SPOILER]
Able has some amazing users. One is @JSwigart who has been kind enough to share some of his custom changes back with the community. I spent the last few weeks integrating his changes and getting them ready for the community at large. I’ve denoted his changes with (**). So, if you see something you like in these notes with that mark - be sure to give him a thanks!
Able v3.20
Changes
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New Tasks **
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Play Camera Shake - Plays a camera shale.
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Play Forced Feedback (Haptics) - Rumble
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Overlap Watcher Task - Watches for overlaps and reports to your collision event.
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Ignore Input Task - Disable Movement, Camera, or All Input on a Pawn.
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Check Condition Task - Checks for an arbitrary condition. Can be used to prevent Tasks within an Ability from executing until some condition is met.
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More data validation tests for Tasks and other objects. **
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Dynamic Binding now supports:
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Query Shapes
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Sweep Shapes
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Particle Parameters
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Shader Parameters
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KNOWN ISSUE: Shader Parameters binding generation is still a bit funky given you can have many bindings on the same task. If you want to bind multiple shader parameters, you may need to rename the function appropriately ( “OnGetDynamicBinding_Shader_<DynamicIdentifier>”). If you go into the editor and it lets you view the binding from the field drop down on that specific property - then you’re all good.
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Ability Editor will now draw targeting queries / sweep queries when currently selected, this lets you align the volume without continually running the Ability. **
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Ability Editor now has a “Duplicate Task” option if you right click on a Task. This will make a copy of the Task. It needs its own icon but I didn’t want to hold the feature for art sake.
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Added OnAbilityStackAdded / OnAbilityStackRemoved callbacks when passive stack changes. **
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OnAbilityStart / OnAbilityEnd now pass in the Ability Context rather than just the Ability class (which you can still get from the context). !!!C++ API CHANGE!!!
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Fix an issue where Particle Binding was always using the static value when it went to actually play the effect.
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Animation Montage Section support. **
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You can pass in a UDamageType class to the Apply Damage Event.
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Collision / Sweep types now take in an array of Collision layers. The old single field is deprecated but will still work for the moment.**
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Silenced some annoying warnings about world context when calling various Ability blueprint functions.
[/SPOILER]
As always, please continue reporting feedback and let me know if you have any issues.
I’m working with my artist buddy to do a pass on the Able documentation / Store page, so expect changes to that as soon as we nail down a plan (hopefully sooner rather than later).