Iâm looking into this. Trying to repro it locally.
You should be able to get those through the Context.
Context->GetSelfActor->GetWorld->GetAllActorsOfClass
Iâm looking into this. Trying to repro it locally.
You should be able to get those through the Context.
Context->GetSelfActor->GetWorld->GetAllActorsOfClass
GetWorld is not unavailable in blueprint, and I donât want to use c++
Bah, I see how they want that setup. Iâll pass in the world context object which will expose that.
EDIT: What methods are you specifically trying to access the world from?
GetGameInstance,GetPlayerController,GetAllActorOfClass,GetAllActorWithTag.
May be this is a bug?I make a collision task in able,the collison channel set to my custom channle named âenemyâ,of course I set all enemy to the this channel.
then I override On Collsion Event function, when the function called,in Hit Entities,it never get enemy.I set collision task channel back to WorldDynamic,and it works fine.
In my enemy blueprint nothing is in WorldDynamic channel,they all in âenemyâ channle.
If I set Query source to Target Actor,when Target Actor is null, it will crash editor in
AActor* SourceActor = m_QueryLocation.GetSourceActor(*Context.Get());
I know Iâm in a wrong way to use query task,but how ever it should not crash,you can give a message to tell user itâs wrong.
I would double check your collision settings. Sounds like somehow your enemies are getting put on the WorldDynamic layer. Able just passes things along to the underlying collision query call, but Iâll double check to make sure.
So, normally I actually prefer crashing than limping along. The crash is the message, in a way. However, this case may be a bit overzealous. Iâll see if I can make it more forgiving.
Hi how far are you on the update?
Itâs pretty much done. Just need to build against 4.22 and check things as a final test. Hoping to submit things early this weekend.
I expect bugs with JumpTo/MoveTo but Iâm not going to hold up the entire update for those two tasks. I also think those tasks are just going to have to be written per project, thereâs no great way to generalize them (as Iâve discovered) but maybe itâll give some people ideas on how to write them for their own stuff.
The rest of 3.0 is honestly crazy awesome. Super excited to share it (finally).
aww thanks That sounds really good. Like rest of it i can figure things out.
The jump to move to sounds brilliant for my type of game?
Seen Supernatural TV Series?
Basing it on that. It would be crazy cool if i can get official thing by company that made TV ShowâŚ
Look at friday 13th game starting out as summer camp and Makers of movie stepped in and gave funding and actors
If i can get it working, ghost charge through character will be great to do and damage them.
I am making the whole game based on DTâs (Datatables) So to harm spirits, Salt and iron can damage them and make them teleport nearby. Demons in smoke form using particles is also another fun feature and they can fling people through the air and throw them around
You play as Hunters and can use weapons such as Salt round shotguns and Iron bars
Will look out for it this weekend. Cheers matt
Jesse
@ExtraLifeMatt Hi there,
I just bought Able a few days ago and have played around with it quite a bit.
So far I really like the concept and how everything works together
BUT (Yep there it is)
I have a few problems:
You can even see this problem in your Video when you say: âDon´t know why this guy keeps falling but whateverâ
The problem why he kept falling is that if you hit him once and then shoot somewhere else the damage task will still hit him and he takes damage no matter where you aim.
I tried to manually clear the Targets on every new Loop but didn´t have any luck
That gives me quite a headache ^^
Next âProblemâ but more a hint if you didn´t know already: When pressing the Validate button in the Timeline Editor when there is no task the Engine crashes. (Not a big deal because why should I validate if there is nothing to validate^^)
Another thing (Don´t know if its just me but I had this in one existing and two fresh projects): When creating a custom task + correctly linked Scratchpad I see the task three times in the Ability-Editor. One with the name i gave the task - One with the Name + âDefaultâ and one with the Name + SKEL + Default and if I click one of them to add it the Editor crashes
And then questions:
Would it be possible to implement Owner-Components as source of a Raycast? Would be very handy for my thinking because i would like to do things like raycast from a socket on my Weapon-Mesh which is automatically switched at the same time the Fire-Ability is changed.
Same for Animation-Tasks: Would it be possible to implement a feature to choose a target SK-Mesh to play the Animation on? I.E. for playing Weapon Animations the easy way. (Got around this with custom events and such which is also super handy and useful but I bet you could give us the Candy of doing it even more easy )
The last thing I can think of right now is that it would really make me happy if we could play Particle-Tasks directly at the Hit-Location of a Raycast
And now if any of the above are already answered or I am just thinking the wrong way - please don´t kill me and push me in the right direction
Last but not least: I love Able and thank you for all your work. I really appreciate it <3
Able 3.0 has been submitted. Notes / Overview below:
3.0 is a monster that touched pretty much every part of Able (and definitely the Editor aspect). Overall Iâm happy with how much cleaner things are (both visually and under the hood) and the ability for users to customize Able to their specific needs has never been better. 3.0 started as a 2 week re-skin but became a 3 month beast but hopefully people get lots of use from it.
That said, I expect bugs. I wanted another week or two of bug fixing but 4.22âs released forced things out a bit quicker than I expected. Iâve tested things as best as I can, but you guys will likely hit issues I just donât have local tests for. Please be patient and let me know as soon as you find something. Iâm already working on 3.01 with a few more art tweaks and such, so hopefully now that the meat of 3.0 is out, I can be a bit quicker on updates. Iâm also pushing out the marketing refresh (store page and such) I wanted to do until Able 3.0 has a bit of time to cook out in the wild, so bug fixing is my entire priority.
Thanks for all your support and keep the feedback coming!
Hey @Leyawhin Thanks for the compliment and for your purchase.
Iâll try and answer all your questions / problems:
Cheers!
Iâm happy to see the plugin being expanded, but as of now using it for anything other than prototyping is impossible due to countless bugs and most of the stuff introduced in earlier versions simply not working.
Consider hiring a second programmer to help you work on that end too.
I just found out the hard way (by debugging the code) that Channeled abilities do not work. They do channel but they can almost never end because if the condition is checked during an update (and it always is since the logic is implemented in AbilityComponentâs Tick) it will try to CancelAbility, will defer that action since itâs during an update, and will then fail to cancel the ability since right on the next line you are nulling m_ActiveAbilityInstance. So a frame later when Component is trying to cancel the active ability due to channel condition failing, there is nothing to cancel because you nulled it.
I mean, the overall effect in game does look like itâs cancelled, but the ability itself never got any info about this since nobody called âOnAbilityEndâ or âOnAbilityInterruptedâ on it :/.
To reproduce:
Result: The bool will never get unchecked.
Expected result: Bool will be back to false once the ability cancels due to failing custom channel condition
Thanks for the bug report/repro. Iâll look at this. I recall fixing something eerily similar to this recently. And I agree that Able is due for some maintenance/bug fix work. Now that the big ânew featuresâ patch is out, itâs bug fixes for here on out.
The bool has to be setup on an owning actor. I forgot to mention that. Basically on something outside of the ability. It can be the target of the ability or instigator. Since you canât setup variables at runtime on the abilities itself, as they do not exist in the world as separate instances
I see what youâre saying. Definitely a bug.
You can fix it by moving the âm_IsProcessingUpdate = trueâ line to before the âUpdate our Activeâ comment (line 150 in UAblAbilityComponent::TickComponent).
m_IsProcessingUpdate = true; // <- Moved from the top of the method to just before our updates.
// Update our Active
if (m_ActiveAbilityInstance)
{
// Process update (or launch a task to do it).
InternalUpdateAbility(m_ActiveAbilityInstance, DeltaTime * m_ActiveAbilityInstance->GetPlayRate());
}
Thanks for submit matt.
Just discovered i can use bpi with it? :o
Most powerful feature in ue4âŚ
Cant wait now to use them
I need to re-submit the update tonight due to a packaging error on PS4 (itâs just a missing include) so Iâm going to sneak in a few fixes for @Pablo1517 before I re-submit.
Is this what the new update is supposed to look like? Because I canât really see it well. I also cannot pick a new preview asset or target asset because the list is always empty and the search comes out as âno results, check your filterâ.
Same as above
Not only the problem above,it even canât compile in shipping mode.Fortunately,I have backup the able plugin.The old version is all right.