Able Ability System Info and Support Thread

Able v1.6 has been submitted to Epic:

  • Fixed a crash that can be caused by selecting a non-Ability blueprint in the Get Ability Object From Class method.
  • Fixed an issue where looping would improperly end/reset Tasks outside of the loop range.
  • Fixed an issue where Animation Blending could get stomped if the Animation Node’s Initialization method was called multiple times before a blend finished.
  • Fixed an issue where internal CRCs could be incorrectly calculated (leading to issues where various systems like Cooldowns and Branching broke).

[MENTION=33476]Aumaan Anubis[/MENTION], Regarding the Ability Animation Node supporting blending in from the character’s current pose - I actually had some code written for this, but in my testing - the Animation Blend nodes (which are already available) seemed to do exactly what I was doing but without a ton of complexity. I kept running into nasty edge cases since I was trying to manage all of that state internally. I’d have completely given up on adding that feature, but for the moment - I would suggest looking into the Blend Animation Nodes and trying to structure your Animation State machine in a way that you can setup the blend that way.

I also looked into the customizing the Branch Conditions display name and they ARE setup properly internally - so I’m still trying to figure out if this is just a bug in UE, or if I really do need to write customized property viewers.