Potentially related to OllieWilliams issue. After I updated the plugin, my preview asset no longer functioned. It was stuck on a skeletal mesh that wouldn’t display. Attempts to adjust it in editor settings didn’t work at first. I had to open the Editor Settings tab, add the class I wanted to use then select it in the preview asset. At this point my editor crashed, when i loaded it back in all seems to be functioning as expected. Engine version: 4.21.2
Weird. Maybe that’s the key, changing it through the Editor settings. I’ll give that a shot.
Yes, the actor I originally selected was a character blueprint I had created. It has a camera, capsule, animation BP and mesh.
When I created the first ability in this new project, I was prompted to select an asset type and then specify which asset as the preview one, like in the past versions. I selected that character BP. From then on, regardless of what I attempt, that specific character remains on screen. Even when I specify no assets in the editor settings, or refresh from the top menu element. That asset that is shown I cannot select or move or rotate in any way as well.
The crash happens when I load the project with these abilities in the content folder of the project.
If possible, are you able to upload your project (using that same link you uploaded the ability to)? That will give me the best repro and help narrow things down. You can just zip up your project file (skip the binaries folder, Source/Config/Content and the uproject are all I need).
The upload is secure and I treat all projects with the utmost secrecy and privacy.
No problem. I’ll make a new project for this because my Content folder is 60 GB atm. Will upload to you once I repro.
Awesome. Much appreciated.
Potentially a bug. When I use a preview asset that doesn’t have the ability component the preview will not play and fails silently except for a log warning.
The log produces the following:
“LogAbleEditor: Warning: Unable to find an Ability Component for Actor class BP_Character_C, one has been added temporarily. Please fix the source asset.
LogTabManager: Warning: Cannot spawn tab because no spawner is registered for ‘CompilerResults’”
This may be intended behavior, but thought i would report it.
Plugin version 3.02
Engine version 4.21.2
Likely your Blueprint Character got re-generated but the component wasn’t re-added. The fix is to actually add the Ability Component to the character. I was actually tempted to remove the “Auto add component” logic and just pop up a warning message box. Adding components at runtime is nasty business.
This makes sense, I am not concerned with the functionality. I just wanted to report it in case it was indicative of some other issue that you wanted to track down.
I appreciate it. I’m going to likely go the 2nd route and put the pop up so the error is known to the user and not “hidden” in the log.
The project was uploaded. The Able abilities are under Content/Spells. There are only two of them. You can cut them out to launch the project and avoid the crash, then paste them back in to open them.
Am I supposed to be able to play an animation montage through the able system? When ever I add one the timeline goes blank and the animation just doesnt play at all. http://prntscr.com/ndy9kw
The update fixed the background issues on 4.21 and 4.22. However, I have problems with the preview and target actors. The filter does not work, so all assets are available to choose still no matter what I put for the filter. I also cannot spawn in the target actor. Clicking on it or the reset target actor button will not do anything on 4.21 and 4.22 for me.
There is also a problem with playing the ability for me on 4.22. I created a new project in 4.22 and tried to make a ability, but I cannot preview it because the play ability in the able editor does not work properly. I have to press stop, backward step, and then play for it to properly preview the ability. Just pressing play or stop and then play does not work.
How would you suggest I debug why I can’t get an ability animation node to play on my player character? The animation will play if i use the single node, but with the ability animation node setup similar to the tutorial the HasAbilityAnimation Function always returns false. Is there a verbose option somewhere or should I build this and step through the code?
I cant seem to find a blueprint node anywhere, but there seems to be a “get base play rate” node, but not a set playrate node in the ability. Could I suggest this as a binding or a simple variable?
Interesting… I’ll look into that. I’m going to do some heavy testing on the preview / target actor flow this weekend. Not sure what could be causing your play/stop issue, but I’ll check that as well.
There is a Verbose option on the Play Animation task. You can try that and check your log to see why it’s failing.
Play Rate should be bindable.
Hey…I can use your plugin to make the received damage actor to do a hit reaction from hit location?
I purchase your plugin and I’m trying to work with this but, when I try to create any ability…the editor always still blank without any mesh character ou animation…Your tutorial are obsolete and don’t show how to fix this problem…only say:
“If this is your first time opening the editor, it will ask you to select an asset to use as the preview asset. In this example, we’re using SK_Mannequin which is the default UE4 Mannequin. If your Mannequin isn’t facing down the right direction (e.g. the same as the red arrow), you can modify it in the Editor Settings tab as in the screenshot.”
I alright select SK_Mannequin, alright select the blueprint actor character and nothing…
Same problem here too…Trying in 4,21 and 4,22
Someone with discordID can add me and help this plugin works???