As far as I can see, that should be working. If you pass in a sequence animation, it plays it as a dynamic montage in the “Ability” Slot with all the various blending values passed in. If you pass it just a montage, it simply plays that montage.
I can remove the hardcoded “Ability” slot and let users choose a slot to play it as, but other than that I’ll take another look around and see if those methods aren’t doing what they should be.
wait what… first it takes sequence as input not montage? and second it uses ability montage slot (didnt know it exist) instead of one you have defined in anim montage?
argh… I’ve been using it wrong? lemme check today.
Alright, looking forward to it! I need because I want to put a “stamina cost” variable inside my melee attack ability (which will serve as the parent for every melee attack) and I need access to it in C++ to make sure the character has enough Stamina before actually executing the ability.
For that there is an BP method called “CustomCanAbilityExecute” that is called before each Ability is executed. So that’s where you would do your stamina check. There isn’t a C++ version just yet (you could wrap your check in a simple C++ BP Function Library and call that), but I’ll put that on my list for the C++ additions for the next update.
Just tried using it; while I can definitely use it for other abilities, it won’t work for my melee attacks because you can cancel out of the animation (previous combo strike) if you try attacking during the branch and don’t have enough stamina. In my case, I want the ability to play completely if you don’t have enough stamina, this method lets the player branch out of it (even though the next one doesn’t execute.) Thanks anyways!
There’s also a CustomCanBranchTo method that allows you to check things before a branch is queued up (and subsequently fails). Put your Stamina check there as well and it shouldn’t queue up the branch (and thus the ability will play completely).
Hi, there. The Spawn Actor Task Location “Use Socket Rotation” seems to be broken. When I enable it the actors are spawned close to the origin instead of source. Looking at the code it looks like the component-space transform of the socket is used in this case instead of world space transform. This is in UE4.18 and able 2.15. Am I missing something maybe? Cheers!
Hmm, that could just be a space problem as you point out. I’ll investigate and if it’s just the component space vs world space - I’ll get a fix in for this upcoming update.
Something wrong with collision query node,i want set BoxShape’s Rotation,but this location become far the way.How can I set rotation make this Box’ location true.
I can’t blend with montage,I set blend in and out 0.25.But it not working.Only first able played is working.But it working with AnimBP.I’m sure canceled the pervious able.It only play but no blend.
I’m looking into montages blending on top of other montages. Previously you could only Play a Montage and not supply blend parameters, that may have changed in the recent UE4 versions so I’ll double check that that’s still the case. If you pass in just Animation Sequences, then those should blend properly.
Hi , when we “Apply Damage” can I use values from the Source to calculate the total amount?
Example : My character have 30 Power attack and I want to add that value to the ability damage output.
Example2 : Skill have a chance to give a critical hit, and the critical rate can change based on the source critical chance.
I am asking this question because I got the feeling they are not possible after I watch your tutorial on Dynamic Damage Calculation and Burning Man, holding me from getting this plugin.
Yup, that’s supported. You would just use GetSelfActor rather than the Target I used in the Dynamic Damage Calculation video. Calculate damage was designed to be able to query stats from the caster/instigator/target.
Do you know why Ability Animation Node animation tasks don’t preview in the editor for me? Single node animations do, however. It’s properly configured and works in-game.