Do you plan on adding more tutorial videos? the last one was May. Just wondering.
I do them when I get a particularly good (or frequent) question, or random inspiration. So, maybe?
EDIT: Is there a tutorial you were hoping for? Iām always open to ideas.
, mostly just wanted to see how active you were with the plugin, this post secured a purchase from us! <3 I will let you know if we need any help. Excited to use this for our project. The plugin itself looks top quality and the visual editor must have taken forever. A+ man.
Iām glad my problem with testing multiplayer wasnāt an isolated situation. Where would I find BlueprintEditorUtils.cpp to add the code?
Oh yea, Iām very active with it. Trying to focus more on bugs and QoL stuff lately. But Iām always answering emails / posting in here. I also use it in my own projects, so it gets lots of use and hopefully gets more stable / more fully featured each release. Thereās also a few big name studios using it for prototyping / jump starting their own tech - so hopefully Iāll be able to share more about that soon.
You have to build the Engine from Source to find that file, but then itāll be under: Engine\Source\Editor\UnrealEd\Private\Kismet2
My hope is to get that fix in an release of UE4 so you donāt have to manually add that line, but I need to figure out why nullptrs are getting into the Blueprint Graph at that stage and why Able seems so good at causing it.
Ok so I have a couple questions. First whatās the difference between a collision query and a collision sweep and whatās a good time to use one versus the other? Is there a way you prioritize a certain branch condition over others, such as if I have an ability that has multiple branches tied to different buttons and I want to make sure that if the user presses two buttons simultaneously then only the one with priority executes. There was a third one but I forgot so Iāll ask later.
A Query checks a single location. A Sweep checks along a linear path.
Branch conditions are executed in order by time, so in theory, you could just order them using really small values (0.00001) to prioritize which ones you want to execute first.
I remembered my other question. So I have this mine actor that plays an explosion ability when the player runs over it. The issue Iām running into is that it is damaging the player twice. I have it set to read out exploded when the ability plays and the player is set to read out how much damage is being received. Iām getting one exploded message but two received damage messages.
You could check and make sure your query isnāt somehow picking up the same actor twice, for example if your player has multiple collision volumes on him. Turning on āVerboseā for the Collision Query/Sweep should tell you exactly what actor was picked up and why.
Iām seeing many different tutorials on how to build the engine from source. Do you know of one that would be best for what weāre trying to do here?
The official ones seem fine:
Im having issues when the Server is playing an ability, the Client will see the Server play the ability but the rotation is wrong. However When the Client plays an Ability, the Server sees it right. Any idea why this happens?
How do I use Damage types with this plugin?
Are you replicating out your character rotation? Able doesnāt control that, so you need to make sure youāre properly setting your movement replication on the character. Or are you using some task in particular you are seeing this issue with?
Define Damage Types. Do you mean the UE4 ones? Like Radial, etc? Those arenāt currently supported. The best way to do damage types in Able is to simply use GameplayTags. You can see my tutorial on that here: https://www.youtube.com/watch?v=-cAP5eqTb2Y
The problem with the official tutorials is that it assumes I have a background in coding. The first step is to find the root directory and run GenerateProjectFiles.bat, but itās not in any of the UE folders Iāve looked at.
Did you follow the Downloading Unreal Engine steps first?
You should be doing this:
1.) Download the latest version of the engine source from Git ( https://github.com/EpicGames/UnrealEngine/releases ). If you canāt view that page, you need to follow the instructions here: Unreal Engine on GitHub
2.) Unzip the file to some directory on your computer.
3.) Run Setup.bat
4.) Run GenerateProjectFiles.bat
5.) Open up the UE4.sln file in Visual Studio, then you can navigate to that BlueprintUtils file, make the change, and build the Solution.
Running a custom version of the engine isnāt terribly simple, but itās do-able. If this seems like too much, I would suggest just not using the āPlay Sessionā until I can work a fix out with the Epic guys.
Greetings,
How do I call abilities in C++? Sorry if this has been asked before, but I tried finding C++ documentation and it was empty.
P.S: I have sent you a couple of emails so if you could read those thatād be great
Sorry for the delayed response to any emails, itās been a hectic week.
You can call abilities in C++ simply by getting the actorās AblAbilityComponent and calling āActivateAbilityā. You need to create a context (thereās just a static method in FAblAbilityContext called āMakeContextā that will do that for you), and then just pass it in.
Should be pretty straight forward.
Yeah that sounds fine, thanks!
Able just notified me on an update in the engine. Did you update it or is it nothing?