Able Ability System Info and Support Thread

Alright, finished up Able v1.7, all packaged up and ready for Epic on Monday

Notes:

  • Fixed an issue where Actorless tasks (Custom Event being the big offender) would execute regardless of the Realm (Client/Server/Both) specified. (h/t @RodentGames)
  • Fixed an issue where Abilities with no Cooldown could get added to the cooldown list (causing issues due to network latency). (h/t @RodentGames)
  • Fixed an issue that could cause Log spam due to RPCs being invoked on Simulated Proxies. (h/t @RodentGames)
  • Cleaned up Ability Animation Node code after verifying various execution details. In some cases it was failing to move to the next queued animation (particularly if you branched to an Ability with an Animation), branches should feel more responsive now.
  • Ability Animation Node no longer errors if you attempt to queue more than 2 animations. Instead, the oldest animation is removed to prevent throwing away more recent animation requests.
  • Rewrote “Has Ability Animation” logic to no longer use a reference counter, but instead directly query the Animation Node itself. This fixes calls to CancelAbility appearing to always interrupt the animation (rather than only when the Ability result is marked as an Interrupt and the PlayAnimationTask requests that the animation be interrupted). (h/t [MENTION=33476]Aumaan Anubis[/MENTION] )
  • Fixed a small tooltip issue with the Task result choices when choosing from the dropdown in Blueprints (UHT doesn’t like same line comments). (h/t [MENTION=33476]Aumaan Anubis[/MENTION])
  • Removed an extraneous RPC call when cancelling the Active Ability.
  • Couple of non-unity build fixes.