Submitted Able v3.16, notes below:
As always; please let me know if you run into any issues.
Submitted Able v3.16, notes below:
As always; please let me know if you run into any issues.
I suggest to make the preview component rotation yaw -90 by default. all the assets on the marketplace are setup like this. if you donât do it, its gonna make a terrible first impression after buying the plugin.
The animation arrow button âUse Selected Asset From Content Browserâ is not working. drag and drop neither and even selecting it manualy doenst work. (4.23)
it just works if you select the animation when you create the task. that means you allways have to type in the name manualy or copy it in and then you can not change the animation unless you remove the task and start over again. its driving me crazy. especially if you have tons of animations associated to the skeleton you work with. its a real workflow issue to me.
Update: It does work with montages.
here is an other bug:
when renaming abilities while having some open will cause crashes very fast as soon as you do a few clicks somewhere. its a very reliable crash. can get it crash under 1min but still found no pattern to reproduce it. sidenote: the abilities have branches but they do not reference on of the renamed
here are a few questions:
i tried to get a combo working with animations that transition when they branching like in the combo tutorial video. so i setup the state machine like in the tutorial on the documentation page. but even tho he plays the animation in the state machine there is no blending at all. same result as normal animations or montages. i tried to uncheck stop on interrupt because i thought it might just cancel the animation but it didnât do anything for this case. is there any hidden checkbox, or a hidden setup in the anim blueprint that i might have missed or is this be a bug?
is there any way to debug the targeting? i didnât got the turn to task work with the targeting, always resulted in wired rotations. i got it working with a collision query task at the beginning of each ability tho. but still i think with targeting this would require less setup.
appart from the rough start it looks very promising. creating a custom task was very easy what is important to customize it to your own needs. i really hope its possible to get animation blending for branching to work.
here is an other bug:
after restarting the engine the custom task i added in the time line in every ability is gone and left is just an empty task.
yes i saved the abiliy before closing the editor and the task was doing what it was supposed to do in the game but after restart it doenst do it anymore.
I initially thought of doing that, but then youâd have the opposite problem. Maybe itâs the lesser of two evils though.
Iâve seen this happen on and off and Iâm not sure the cause. There is nothing marking that field as read only. In fact, that field is marked as Edit Anywhere and the Selected Asset from Browser is just standard UE code. Iâll keep poking at it.
Not terribly shocked by this. You could be renaming a blueprint that is mid compiling in the background, or invalidating some internal pointer in the editor. If you get a solid repro, let me know. In the meantime, Iâd simply close the Ability editor when renaming things.
There is inherent blending with the Able Ability Animation Node and it definitely works as long as you let the system manage things and are passing in Animation Instances (not montages). Montages have their own complex blending system that youâre better off just using Dynamic Montages with.
Targeting and Collision Query use the same code. If you enable the âDraw Collision Queriesâ option, you should see the same thing. As for debugging it, just turn on Verbose mode and it should tell you how many targets it found, etc.
Thatâs an old bug that should be fixed. A good way to prevent that in general is to save your custom task, compile it, test it, etc. Then go and add it to your Abilities. Basically measure twice cut once. Granted this isnât possible if youâre being highly iterative with Custom Tasks (and Iâll run my local custom tasks through and make sure I didnât miss some edge case), but thatâs been the only fool proof strategy Iâve found with the rather dynamic nature of Blueprints linking other Blueprints.
I tried it all. Single Notes, Ability Animation Node with the state machine setup, Dynamic Montages. I tried all of this with root motion animations and without root motion. they all worked but there where absolutely no transition when branching. i allways get a frame to frame pop. the blend in and blend out settings in the ability node category of the play animations task properties are not doing anything usefull.
So i tried making 2 new abilites that just have a tpose and a branch to the next one that had an other static pose with an branch and it actually worked without any problem.
there where actually no differences to the things i tried. the only thing is i made this one from scratch again. the other one i changed things over time but settings where the same.
So i thought i try to reproduce this and removed the anim track and added a new one. while doing so i got a crash and since then my project wonât open anymore. i now have to delete the ability i was working on in order to get my project starting again. what makes me loose my patience what is a shame because beyond all these problems there might be a really useful plugin.
well, after all those custom task where gone after restarting i deleted all the empty tracks and added them again. so nothing changed in the custom task blueprint. it was compiled all along. but still, after a restart they where gone again. i wont waste my time doing it again. the feature is only usable one unreal instance. seems like the bug is back.
If you can provide a sample project repro-ing these bugs, please upload them here:
https://www.dropbox.com/request/kTG6mcS7QJybVoobgUZh
Iâm working on a patch for later this week so Iâll try and squeeze it in if I can repro it and find a fix.
I found a problemâŚ
I trying to make a ability that collide with dinamic mesh to make damage to my buildings but, the collision query donât work with dinamic mesh.
When I try to fire a event to see whats go on, the fire event OnCollisionEvent donât work.
All this buttons also are not workingâŚ
Do you have any discord, or other social live contact?
The feedback or support emails (feedback [at] extralifestudios.com / support [at] extralifestudios.com) are the best ways to reach me. As for your issues, OnCollisionEvent will only be called IF the collision actually occurs. If you arenât seeing it happen - then likely either your wall or your collision settings (channels) arenât setup properly and the collision isnât registering in the engine. For example, make sure your Enable Collision Queries / etc on your building.
If you turn on âVerboseâ for the Query task, itâll tell you exactly how many results it got back from the physics scene and what was removed due to filtering, etc.
I was testing OnAbilityStart last night so Iâm shocked that it doesnât work for you. Did you check the Output window to see if it got dropped out there?
Putting the final touches on Able v3.20 which adds some really fun new stuff (thanks to @JSwigart and team) as well as some requested features from users. Iâll take a double check on OnAbilityStart/End tonight to make sure nothing broke there and Iâll get this submitted to Epic.
OnAbilityStart and End works well.
My problem is the collision queryâŚthis donât hit world dinamic. I do a simples test with linetraceForObjects with object type of world dinamics and collision of my actor itâs ok.
When I do my ability to collision query on pawn type works well. World Dynamics are failingâŚSo, Iâm doing a separate linetrace after activate the ability. itâs badly done and I wanna to make this right with your plugin.
If it works on Pawns but not World Dynamics then it has to be that geometry isnât setup to enable overlaps (which would be why ray casts work). Make sure your building or what not is setup like they have it here:
Hi,
Your plugin permit implement something like that with a melee punch or a sword slice???
I wanna try to add physics hit reaction like the video above in multiplayer. This detect where on physical body the collision are made and calculate damage using this locationâŚ
No, thatâs not inherently supported by Able. Youâd need to create your own task that does all the tracing and find the closest impacted bone.
ok tks for the answer.
I do the trace in my character BP to make this more easlyâŚand call this function on client side of CustonEvent on Ability.
Now, how I can add targets of trace to my context ability?
You would want to do that through the Custom Targeting on either your query or the Ability itself. You can return a list of actors that way and itâll get added to the context.