Able Ability System Info and Support Thread

I believe you’d have to recompile the engine from source for it to pick that up. My plan is to get the update out on Sunday (which means Epic will process it Monday/Tuesday).

Ahh I see, looks like I’ll wait until Monday then, thanks.

Able v2.22 has been submitted.

  • BUGFIX: Blended animations when using the Ability Animation Node would run at 2x speed.
  • BUGFIX: Crash when using standalone mode (Thanks ). NOTE: I tested this as thoroughly as I could, but please let me know if you see any weird behavior around packaging your game or anything else.

With regard to the Animation Blueprints in the Preview Asset selector, it looks like those classes are now considered “Internal Classes” for some reason. If you click the Options button in the lower right of the class selection picker window, and choose “Show Internal Classes”, the Animation Blueprint class shows up like normal and then the assets will show up in the following screen.

Trying to figure out why that change occurred and I’ll keep you all posted.

Update works, thank you!

v2.22, UE4.19.1:

  1. Playing animation:

**Single Node **mode is just plain broken - setting ability “Play rate” to 2 results animation cutting mid play because of the animation speed not scaling (Scale with Ability Play Rate is set to true). Setting animation Play Rate to 2 cuts it even further, result is - only 1\4th of the animation is played and ability finishes twice faster than with 1x play rate. Setting Finish All Tasks flag does not do anything - is it working at all?

Ability Animation Node mode - both Play Rates work, as well as Finish All Tasks flag

All blend options - are they tied to anything at all? Changing them does not trigger blending in any case (Single Node, Ability Animation Node, Dynamic Montage). Montage could be blended only via setting blend options in the montage itself.

Preview window works only in Single Node mode, in node and montage mode pressing Play simply doesn’t do anything.
Pressing Reset Preview Asset spawns additional skeletons (up to 4) in ~30% cases.

  1. Editor (4.19.1 mint) crashes with a 100% chance on play if you don’t connect Get Ability Object from Class node to Create Ability Context. And it get’s mystically disconnected by itself after editor restart

2 and 3 works fine for me, i have had no issues with the plugin installation or use using 4.19.x from launcher and marketplace ABLE
I even have to zip ABLE and send out to my programmer and he decompresses and drops it into a folder and it works

4.19.1 source build.

I just bought your plugin after watching your videos. I have an animation from Kubold’s Sword and Shield Animset Pro called “Sword_Attack_R” animation sequence. When I have it assigned the preview asset is in TPose. When I play it, it does play. The animation is the first task and then I have an apply damage as a second task.

The apply damage does work properly applying damage to the other pawns I have. However the animation while playing will TPose.

I played with other options that only result in not playing in the editor and not even the tpose happens in play.

I am playing on a dedicate server setup in PIE.

I tried to download your dedicated server example but got errors before the editor opens up.

Errors for DedicatedServer Example:
[2018.04.29-01.32.30:277] 0]LogFileCache: Scanning file cache for directory ‘E:/Unreal_Projects_Reference/AbleDedicatedServerTest/Content/’ took 0.02s
[2018.04.29-01.32.30:277] 0]SourceControl: Source control is disabled
[2018.04.29-01.32.30:277] 0]Cmd: MAP LOAD FILE="…/…/…/…/Unreal_Projects_Reference/AbleDedicatedServerTest/Content/ThirdPersonBP/Maps/ThirdPersonExampleMap.umap" TEMPLATE=0 SHOWPROGRESS=1 FEATURELEVEL=3
[2018.04.29-01.32.30:278] 0]LightingResults: New page: Lighting Build
[2018.04.29-01.32.30:280] 0]MapCheck: New page: Map Check
[2018.04.29-01.32.30:280] 0]LightingResults: New page: Lighting Build
[2018.04.29-01.32.30:293] 0]LogLinker: Warning: Can’t find file ‘/Script/AbleCore’
[2018.04.29-01.32.30:293] 0]LogLinker: Warning: Can’t find file for asset ‘/Script/AbleCore’ while loading …/…/…/…/Unreal_Projects_Reference/AbleDedicatedServerTest/Content/ThirdPersonBP/Blueprints/ThirdPersonCharacter.uasset.
[2018.04.29-01.32.30:293] 0]LoadErrors: Error: /Game/ThirdPersonBP/Blueprints/ThirdPersonCharacter : Can’t find file for asset. /Script/AbleCore
[2018.04.29-01.32.30:329] 0]LogLinker: Warning: Can’t find file ‘/Script/AbleCore’

Edit:
I copied the plugin from the binary install into my source and all compiled ok and editor looks good.

Single Node may need some love. Most people don’t use it, so it may have fallen behind a bit. I’ll check it out.

Blending options are being passed in on dynamic montage, and they’re used in Animation Ability Node to blend between your current Ability animation and any queued up Ability Animations. Unfortunately if you want to setup a blend when going to/from an Ability (to walking or any locomotion for example), you’d have to set that up in the Animation Blueprint itself.

Ability Animation Node works in preview as well. Montage used to work, and I haven’t changed anything - but I’ll investigate that as well.

Create Ability Context **should **crash if you don’t pass in an Ability Object as there is a specific assert checking for that. I can try to make that less severe and instead just report an error about it and then your Ability will fail to play as well. I’m not sure why it would just disconnect itself. Can’t say I’ve seen that happen before.

So are you still having issues? Unfortunately I can’t view your image, but how are you playing the animation (what mode, have you setup your Animation Blueprint properly, etc)? I’ve used Kubold’s S&S anim set myself for some testing locally and I never ran into any TPose issues.

That clears it up a bit. May I suggest hiding these when they are not relevant? (one animation and no dynamic montage respectively). There is no mentioning of this in your manual for non-coders like myself.

Unfortunately just saying “it works” didn’t fix the problem on my side. This issue occurs in ~20-30% of cases after working heavily with the ability for a while. I’ll try to make a video next time I’ll catch it. The case with montage however is 100% reproducible all the time. Please address this issue as it is very annoying to always switch back and forth to Single Node mode just to test changes.

An error sounds more like an informed way to solve and find issues to me, so that would be helpful indeed. As for the pin disconnect - just out of curiosity I tried it with source built editor and it does not break there, maybe this will help debug it somehow.

One more major critical issue that I’m experiencing right now: animations in 3 hit combo are played with a noticeable jitter at the end of the previous and beginning of the next one. All of the possible blends are set to 0. It becomes extremely noticeable when Ability Play Rate is set to 0.2 or lower - it looks like animation the current ability’s animation is blending with the next ability’s not instantaneously. The setup is done via Kubold’s kit and your tutorial.

I’m not sure if I can hide them, but possibly. Otherwise I’ll make their description/comment text a bit clearer. The Blend is passed in with Dynamic Montage, but I’ve had reports that it doesn’t do anything - however, that’s all Epic’s code so I’m not sure what’s going on there.

Weird. I’ve never seen Ability Animation Node fail during preview. A video or if you have a simple project, would greatly help me track things down.

Hmmm, instant blends should be instant but again, I’ll set something up locally and see what I can find. Again, if you have a sample project (I own Kubold’s S&S set, so no worries there - or replace his animation with a simple walk/jump animation), that can help a bit.

Sent you a link via PM

Also, is there a way to trigger a custom event during ability via BP graph? I’ve created an event called Test on the Timeline, added an event with the same name in BP graph and it does not trigger

Yes, sadly. Using 4.19.1 source build.

I followed your turtorial on setting up the ability animation node. I am using Epic’s ThirdPersonCharacter which uses the ThirdPerson_AnimBP animation blueprint. The state machine is called “Default” (this is in the state machine name on the ability) and the node I created is called “AbilityToPlay” (which is in the Ability State Name on the ability). Animation Mode is set to "Ability Animation Node. I am using “Sword_Attack_R” animation.

When I hit play, it goes into TPose. I have to Reset Preview Asset to make it go back to idle. It does play the idle animation. I put a print strings to make sure the animation boolean is being set correctly. It is.

Your video is pretty straightforward.

Something I forgot that happened when I first created the ability, after I selected the ability parent class, I got a window popup that had a tab named “CompilerResults” and in the middle of the window in white lettering “unrecognized tab”.

Update:

I did a new third person product from the launcher from the 4.19.1 binaries. I get the same results.

+1 on that, 4.19.1 release build

That sounds very much like you have your animation blueprint setup to go into the Ability State Machine, but not out of it - so it goes in plays the Ability, but then gets stuck in that state machine with no Ability to play.

See:
https://extralifestudios.atlassian.net/wiki/spaces/ABLE/pages/4882437/Setting+up+an+Ability+Animation+State+Node

Understood and that makes sense, but I do have the transition out of the state using the boolean set in the event graph.

I just opened up the project to check and it is there. I added some print strings on the Event On Ability Start and the Event On Ability End to see if they are getting called and they are. I even backtracked via the magnifying glass on the preview asset and its animation blueprint setting to make sure I was changing the right animation blueprint.

Since you can’t see the images I link to the posts, I am not sure how to show you that I have it setup. Believe me, I understand your position with this kind of thing. I am a software developer by trade and I have to deal with end users on a daily basis. I have tried to be diligent to not report something that is my stupid mistake (it might still be my mistake).

I will be happy to show you via screen share or send you the files. I would post screenshots if you were able to send them.

It’s not the Ability blueprint you should be debugging (you don’t need to call anything for the Ability Animation Node to work assuming all the fields are properly filled out), it should just be the Animation Blueprint. Do you have screenshot of that? Specifically the Animation State Machine you have setup.

I can view attachments again, so it looks like it was just some weird backend stuff on Epic’s end.

Preview and play rate is broken Able system Issues #1 - YouTube

I’ll add it to my list.

I went ahead and made a quick video showing it. TestSword 5 3 2018 10 53 12 AM - YouTube