Able Ability System Info and Support Thread

The point is for animation canceling within abilities, say you have an attack with a sword that has a nice ‘return back to normal position’ animation but you dont care about that if the player is moving at the time (ie the animation cancels into the action of moving the moment the animation has completed ‘enough’) There are lots of usages for things like this to make an ability system feel more smooth.

Yea, I’ve canceled the ability manually myself, as I said its easy to make a custom task to handle it, and it works fine, but a real task would make it easier.

Ahh I see what you mean, I’m currently doing that as well, I’ll add +1 to your suggestion :wink:

That’s a trivial add. I can toss that in the next update as well.

Sweet! Happy to hear it :slight_smile:

Just out of curiosity; Is there a projected time on the next release (for 4.19 I assume which released day before yesterday) I just want to gauge if I should use what is there and just update later :slight_smile:

Yea, I just saw the 4.19 release, so I’ll try and have the update out this weekend so they can process it and publish the update early next week.

I have an issue when looping an animation. The more loop iterations occur, the worse my performance gets. If I have an animation looping every .05 seconds, my game gets progressively slower until like 3 seconds later it’s running at 10fps. If I have an animation looping every .2 seconds, then it takes about 10 seconds for it to get down to 10fps, and I am assuming it keeps scaling like that the lengthier the loop is. Not sure what could be causing this; animation node and single both suffer from this. It’s definitely an ability issue because I can manually loop it just fine without any lag. Thanks for any help.

Are you sure you aren’t just stacking up a ton of passives or some such? There is a small amount of memory that is allocated for each Ability (the scratchpads), but those are super tiny and shouldn’t be noticeable unless you are somehow generating 100,000’s or some such crazy number in a very short time frame. And even then they should get immediately cleaned up when GC runs. The face that you are getting continual degradation screams that you’re likely just applying a ton of Abilities over and over without any finishing. I’d check whatever logic you are doing to fire the Abilities.

Able 2.20 is almost done (doing the 4.19 build right now), so I’ll post notes shortly.

Able v2.20 has been submitted. Notes below:

NOTE: 4.19 Users, I had to disable the reflection component for the preview scene in the Ability Editor. The alternative was to have an annoying “You need to re-bake your reflection data” stuck to the top of the screen. You may or may not notice the component being gone (I didn’t notice it). I’m going to continue trying to find out how to re-enable it in a way that doesn’t spam the user, but for now it’s turned off. Just an FYI.

The prototyping is intensifying. :smiley:

Yep, the only ability called/enabled at all is the one I mentioned. Right now it stopped happening… I didn’t change anything so not sure why, but I’ll call it a win nonetheless hahaha. Also thanks, looking forward to 2.20 :slight_smile:

I hope the update comes out today on the store, I was planning on doing a stream of making a game just with assets I bought on the summer sale, lol.

@extralife

@ I’m working on a multiplayer game and have an ability that I want to make passive (haste buff). It plays a particle fx and temporarily modifies movement speed. If it is not marked as passive, everything seems to work, except I cannot activate another ability while the haste is active. If I mark it as passive, it works on the server side but does not seem to work on the client side. Meaning when the client activates it, the particle doesn’t play and movement speed doesn’t seem to change. Am I missing something or is this a bug?

Thanks

EDIT: Actually, the speed modifier does work but the particle fx doesn’t work on the client. I’m doing the speed modifier with a custom event that probably executes on the server.

I can check, but there should be no difference between passives and actives when it comes to playing particle effects. I use particles as one of my test cases since it’s so easy to setup. One of the demos in the Showcase project actually has a looping passive that is just a particle effect.

You could put a breakpoint in ablPlayParticleEffectTask and see if it’s getting called on the client. Otherwise I’ll try this out later this week.

OK, it may have more to do with the way we were launching the passive more than the passive itself. We have an active ability (team haste) that you use to activate the passive on multiple actors. The active ability was using the PlayAbility task, which only executes on the server. If I instead use a custom event task on the team haste ability that runs on client and server, then in the custom event iterate over each target actor calling ActivateAbility with the passive ability object, pfx work on client and server.

Any clue when 4.19 will go live for this? We just changed the number for now and it works, but wanted to know how long it might be before it goes live. Any choice to get it from you direct with proof of purchase?

No update email or anything on my end. Epic should be fully back from GDC tomorrow, I’d give them a few more days to process things.

I avoid giving out source directly because it becomes a pain to verify things. I’m as anxious as you are for it to go out. Hopefully it’s in the next day or so.

A lot of other packages I own got approved for 4.19 on friday (nothing over the weekend) so I’d suspect stuff will start rolling out (And hopefully the update for this) today.

Is there information anywhere that compares this plugin with Epic’s GameplayAbilities?