Able Ability System Info and Support Thread

Hi Matt,
I am using a classic mmo style control setup for my game, and I was wondering what you would recommend me doing to make a skillshot that is created at the location of the mouse cursor, mainly regarding the targeting. I have already made a system that creates a decal of the size and shape of the ability I want to cast, and the original idea I had was to basically pass the location of the decal when the player left clicks to the Able Ability, then the ability casts at that location and damages targets based on a collision query. I feel like I am over-complicating this, Is there a better way you can think of that I could do this?

Also, thank you for putting the time into making this plugin, it has been very useful for me so far :slight_smile:

Using UE 4.20.3 with latest plugin - I’m noticing that every time I recompile my custom task, those tasks already deployed in existing abilities get broken. They turn grey in the timeline, lose their visual representation/name, and I have to remove them and re-add the task. Worse still, if I close the project without replacing all the broken tasks the project crashes on load until I remove the ability asset referencing said task. Any idea why this would be happening - I can’t imagine it’s intended behavior?

Yea, I’m looking into fixing that as part of the 3.0 update. UE isn’t very good at replacing the old BP class with the new one. I may just have to iterate over all abilities and replace those references manually.

EDIT: Code written, going to start testing it while continuing on 3.0.

How far are you in 3.0?

Still going back and forth on the UI rework, but it’s making some progress. It’ll be worth the wait.

Aww i wont do too much yet until its done. Dont like restarting stuff.

All your data will still work, there shouldn’t be any need to restart or such. 3.0 will just plugin like every other Able update.

ahh thats ok :slight_smile: just that you said new features gonna be added :slight_smile: the move to thing will be good.
Are you gonna have an Input in blueprint or am i gonna still have to call datatable in all the able BPs?
made a D&D style system where it random generates rolls on stats if it suceeds to hit or not.
Might do it all in character BP (NPC and Characters share same parent class) So i might call all abilities in parent class then call able when success and pass damage out in parent class too.

Awesome, thanks for the update!

I have another question: Is there a way to get the current phase of a task? Being able to get the current phase of a task from within the task itself (custom tasks) would be nice, as would as being able to read the current phase/start/end times for each task from the Ability itself. Basically I’m looking to drive other logic using the phase from a tag placed in the ability.

I’m still finalizing all that, but there will be a way for you to dynamically pass in a position (or Actor) at runtime.

You can get the current Ability time from the AbilityContext, as well as a list of Tasks that the Ability has - from which you could likely figure out what current tasks are running (or I can add a function to the context to get all running tasks). I’m not sure about adding an explicit “phase” to Tasks. Tasks have a start, an optional tick, and an end - and if the Task is single frame then the start and end run back to back so there’s no real way for any other system to query that.

Telling when a task is running isn’t a problem, but without knowing the range of time the task is slotted in the timeline you can’t calculate a phase. “Start” and “end” are inaccurate names I guess, what I’m really talking about is the “Timeline Start” and “Timeline End” value of a task (the range of time a user set for a task). Barring something like that, what about a pre-fab ‘Phase Driver’ task? A task that tracks a simple phase (minValue->maxValue) over the range it’s set in the timeline, and spits that value out in some usable manner?

You can get the range of a task right now (GetStartTime, GetEndTime) - it’s just not exposed to Blueprints. You can also just grab the current ability time from the Ability Context (which you can grab at anytime from the AblAbilityComponent). Or, use custom task that just returns that value during the OnTaskTick call (which is what I suspect you’re doing already).

Thanks matt will wait until this is done. A lot of trickery on abilities and stuff. Using datatables to contain info on everything basically. J

Thanks for the info it helps a lot :3

How can I stop the Particle Effect when i interrupted the ability?
And there is a bug in possess task,when i checked UnPossess On End,the controller will not possess original character.

Particle Effect currently doesn’t have that option, but it’s an easy add so I’ll fix that.

Unposses is pretty simple, as it just calls “Unposses” on the character controller. If you’re doing multiple possessions, then that isn’t currently supported. But a single possession should be fine. You can turn on the “Verbose” option for that possession task and it’ll tell you exactly which character it’s trying to revert the possession on.

1.How can i play a Particle Effect in random point beside player character.Then make a Capsule Collision Query at this point.
2.In the CanBranchTo function,the BranchAbility argument,if i call Get Display Name,it always return current ability name not the branch to ability name.Is it a bug?
3.Is it possible to call a Collision Query Task in blueprint and write result to the target?

  1. You can’t. If you’re trying to randomly fire off a particle / query, I’d just make an ability that is just those two items and then randomly spawn that Ability at those locations (You can use a hidden actor or something). I do want to look into targeting locations as a Task Target, which would make your scenario easier.

  2. Yup. Good Catch. I’ll put in a fix locally for the 3.0 update. If you want to fix it yourself, on Line 46 of ablBranchTask.cpp just make this change:

    ScratchPad->BranchAbility = <s>Context->GetAbility();</s> m_BranchAbility->GetDefaultObject();

  1. You can use the Custom Target type which basically just passes you an array to fill with Targets (it’ll call “Find Targets” on the Ability Blueprint), so, yes, you could do it that way.

Any plans to add GAS (Gameplay Ability System) integration?