Able Ability System Info and Support Thread

Thanks for submit matt.
Just discovered i can use bpi with it? :o
Most powerful feature in ue4…
Cant wait now to use them

I need to re-submit the update tonight due to a packaging error on PS4 (it’s just a missing include) so I’m 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 can’t 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 “no results, check your filter”.

Same as above

Not only the problem above,it even can’t compile in shipping mode.Fortunately,I have backup the able plugin.The old version is all right.:stuck_out_tongue:

(Tagging @jwyuen @xermao as well).

Hmm, not sure why the background is missing. What engine version are you using?

The Preview Actor work flow has changed. You need to add the classes you want to use to your Preview Actor Allowed Classes in your Able Editor Settings. This is to greatly speed up the loading of potential preview actors from the drop down. Have you added those classes?

Can you give me the shipping mode error? Plugins are compiled in shipping mode before they are released to the public, so I’m curious what error you could be seeing.

What classes do i have to add?

I probably should have been more clearer in my instructions, so I’ll lay things out how the new drop down system works:

The new system no longer uses a wizard to help pick a Preview / Target actor. Instead, it uses a Whitelist of classes that are defined in your Able Editor Settings to decide which Assets should appear in the new dropdowns on the Toolbar.

So, if the characters in your game inherit from Pawn, or Character - you can add those to your Able Editor Settings “Allowed Classes” under Preview Target - and only assets that inherit from those classes will be shown. This helps filter out other actors like Static Actors which caused a HUGE delay when opening up the Content Browser to select the assets. If you don’t know what your Character’s inherit from (which seems unlikely…) you can just add Actor and that will pick up just about everything (while still filtering out some unwanted content).

EDIT: Also I found the shipping error and missing assets. No idea how that made it through the pipeline. Fix incoming immediately.

Hi Matt, I am testing out this new version now.
Yes the colour of the timeline is white like above.
I have tried adding target character to class but it does not add character to scene for some reason.
Also Jump to and Move to does not work at all. I know you said you will be working on it but thats just confirming.

Are you sure your Character inherits from ACharacter? As I said, you can just toss in Actor or what not and it should pull everything.

Jump/Move To will not work in the Editor unless you set it to use physics and have a valid target setup. I’m a hair’s breadth from just removing those. I doubt I can get them to work generically for projects (which is why I was so hesitant to add them in the first place), but we’ll see.

The white bars and such will be fixed soon (about to submit the update).

Alright, update submitted and hopefully it hits later today. Again, sorry for the issues.

I know I’m super frustrated with this update (probably should have just taken the extra month of testing) so I can only imagine the frustration on the user end, but it does have some very good fixes and features so I ask for your patience while we hammer these things out.

Thanks. Btw tried updating it all to 4.22… Didnt work and lost most of it >< cry. Still got my data tables and anims luckily so redoing it all now and make it tidier. Should of backed up.
Gonna do bpi and ac more tidy now

Use Perforce. Takes two seconds to setup (you can easily find tutorials all over the web) and will save you lots of heartache.

Hi Matt :slight_smile:

I got Perforce now thanks.
Trying to simulate physics and all to get this to work.
Its not doing anything as of yet but got any pointers into where to look and research?
Thanks Jesse

Not yet. That’s the problem with Move To / Jump To is it requires that your character is setup in a particular way (has a root shape component or uses the Character Movement Component). Honestly, you have to debug and step through them to see where things are going wrong. Again, that’s the problem with Character Movement in general - it’s VERY case specific.

I’m going to look into them some more now that the update is out, but for the moment I’d just avoid them entirely.

I am trying to create a binding for the branch ability. when I hit the plus button to create a new binding, it creates a new function “OnGetDyanamicProperty_Ability”. it doesnt seem to set the next branch ability at all. this doesnt work for some reason.
edit: I realize after reading the rest of the posts i should wait for the update to hit first.

Hey…I want to buy you plugin but before I do this I want to get sure that this will solve my problem…

My problem:
When I try to do an SPRINTING using Left Shift or other key > Client call an RPC to the server > Change the MaxWalk Speed and active p.NetShowCorrections 1…I see a lot of errors and movement corrections…

With your plugin I can do a sprinting in networking game like without need to use C++???
What the diferrence of your plugin and the Gameplay Ability System from UE4???

Great! Big thanks man ;D

Can you elaborate? If you are using a binding on the Branch Ability, the Ability you return from OnGetDynamicProperty_Ability will be the one that should be branched to.

Able was written as an alternative to GAS (because GAS at the time had almost no documentation and the editor wasn’t meeting my needs). As for the rest of your question,it’s hard to say. You can definitely create a Custom Task that simply modifies the character’s max speed on the server/client (no RPC necessary) - but Able has no effect on your character movement code and how it handles corrections.