Sorry, didn’t see your edits. There’s a couple things you could try. You could open up BaseEditor.ini, search for “BlueprintNativizationSettings” and add this line:
+AdditionalPublicDependencyModuleNames=AbleCore
And make sure your Project’s Build.cs has the following:
PublicDependencyModuleNames.AddRange(
new string] {
// Lots of various other core modules
"AbleCore",
} );
PrivateIncludePathModuleNames.AddRange(
new string] {
"AbleCore",
});
How about a work around for it, like just having the asset window open, and right clicking the asset you want and go from there?
Also, other editors only pull up relevant asset types, like the material editor, there have to be some flags or tags to make this less painful for the user, or perhaps use a different widget, something anything
The work around is you can just manually set the preview asset via the Able Settings in your plugin settings (there’s just a simple Asset Path URL). But I’ll check it out again and see what I can do.
Hey there, just bought Able and i’m loving it so far. I like how easy it is to set up an ability and have it fire off but I have a tutorial request for something I haven’t been able to figure out myself after watching your others.
Some sort of charge system, it could be a railgun, hold the trigger to charge and release to fire, or spell like thing where you hold to cast and when it’s 100% it fires. Maybe even a megaman blaster type where depending on how long you hold, it changes the type of projectile spawned.
For that last one I guess it’s pretty easy to just branch off to a couple different abilities. but the charge part, how do you get the “player held down attack for ‘x’ seconds”?
Set up 2 Abilities:
1.) The Charge Ability with a input condition that checks for the charge button and continually loops at the very end, so let’s say its a 2 second charge - the loop would start at 1.75s and end at 2.0s.
2.) When the condition fails and OnAbilityInterrupt/OnAbilityEnd is called, check the Ability Time Ratio (which gives you a value of 0 - 1 on when the Ability failed, timewise), and if its greater than 0.8 or whatever - branch to the full charge shot, otherwise do nothing.
Color me stupid. But that took me an absurdly long time to get right. But I got it, Thanks ! For anyone that’s curious, here’s how I did it. I don’t know if this is the correct way… probably not, but it ‘works’.
I’d love to see a screenshot of the legit way of doing this, as this feels… hackey to me. I tried doing quite a few different things but this is what worked in the end.
Edit: OK this may not exactly work the correct way, it works fine on “Attack” key, which is my left mouse button but on my right Mouse button which is “SpecialAttack” it does nothing unless I negate the logic then it auto-fires as soon as it hits 80%. Meh. I’ll get it one of these days.
You want to just have your first Ability (the charging Ability) just play a particle, or animation and just loop indefinitely as long as the user is holding a button:
You then want to just activate/branch to your Powered Shot (or normal shot, or have different types for mid charges, etc) when the Ability is interrupted (the player let go of the input) and based on the time they held the button:
Awesome thanks! I got the charging part kind-of right but was getting hung up on the part where “How does this ability know to go to that ability” and my thinking process was it requires a branch task, and it didn’t occur to me that you could just set it like that. Again, day 1 with this plugin, so thanks for the quick responses.
I will try the nativization part today. without nativizatrion it works fine.
You can limit the TYPE of assets he searches? so in example only pawns? my life was a lie! :o didnt check each option. my bad
Any idea how to trigger multiple pasive abilities inside a single active ability? as run ability node stops the runing ability : ( branch obviously as well.
Adding multiple passives during Ability execution currently isn’t supported as those would need to be queued up till the next frame. However, that should be fairly easy to setup, so I’ll dig into that and try to add it in the next update.
I managed to run a custom event, nad in this event make an ability context and run it on the owner taken from the active ability context. than this custom event i can input like 10 times in a single active, and they will actualy run. but will also throw a lot of error warnings in editor and bug out on multiplayer sometimes.
the idea is runing an active that is addick stack of passive every 1 second. or an active that has animation of an animation sequences, and at each of those attacks to run a pssive attack containing the query and damage logic. it also works but its a hack. native suport would be better. a node “run passive ability” and it should be async.
I’ll investigate that as well. One last thing you can try and is copy Able to your Engine/Plugins directory (rather than having it as a Project Plugin) and see if that fixes things. I always run Able as an Engine Plugin and I’ve never run into this issue (I also build my own engine binaries, so it may be a pre-built binary thing - again, I’ll investigate).
Severity Code Description Project File Line Suppression State
Error Failed to produce item: E:\UE_4.16\Engine\Plugins\Marketplace\Able\Binaries\Win64\UE4Editor-AbleCore.dll BattleRoyale E:\UnrealProjects\BattleRoyale\Intermediate\ProjectFiles\ERROR 1
Now i Cant roll back to stock 4.16 version of the engine ;/
What is the error above that? There’s no way it should fail to compile Able Core unless you’re just missing files, or that DLL is marked as read only for some reason.
When you copied Able into the Engine/Plugins directory, you regenerated the Engine solution file before rebuilding right?
If you want to roll back, it would just be removing Able from the Engine/Plugins directory, regenerate the engine solution, and rebuild the engine.
Added 4.18 support (just fixes some new warnings).
Fixed a Garbage Collection issue where forcing GC (or when it fires off naturally) would stop Ability execution.
Added support for multiple Pending Contexts, meaning you can apply multiple Passives in a single frame. It works with Actives too, but since you can only have 1 Active at a time - it ends up being a “create this only to throw it away” bit of logic, but if you’re dynamically queuing up Active Abilities and just have an super hectic frame - it’ll work.
Removed an assert with getting a target from Target Actors but you have no targets available to choose from.
Hey ,
When i look at the plugin itself, it says im using 1.70. My plugin has been updated, confirmed byt he fact i can use it in 4.18. My 4.17.2 version is saying im using 1.70 tho in the plugin information. Is this right, or, just was never updated in the plugin area (plugins > edit).