Able Ability System Info and Support Thread

As Aumaan mentioned, check how your Play Animation Task is setup. As long as you are using the AI Play Ability Behavior Tree Task, it’ll work just like a player using the skill.

EDIT: If you’re doing things purely through blueprints, I’d verify that you have the Ability variable set properly on the AI in the level itself. When all else fails, check the log output - it’ll tell you why an Ability failed to play.

Thanks Hitsugen, I’ll look into this. In the meantime you can disable the Descriptive Task names in the Ability Editor options.

Hi it’s sorted. Thanks. Gonna do a couple of able enemy things and use random integer and let them do random combat abilities. Gonna be making 100 enemies and bosses so this add on will speed things up a lot for me. Customizing via blueprints really makes what you can do endless using your add on and ai behaviour toolkit.

Awesome, glad you got things figured out! :slight_smile:

cough Don’t forget to rate and comment on the store page. cough

haha Alright.
I rated you 5/5 Stars man!
Keep updates going also! :stuck_out_tongue:
4.16 is out and so far its really awesome.
Loving new features. I will transfer project over once you do update for it!
UE4 Is the best!!!

I’m working on it. I got 4.16 downloaded, installed, PS4 SDK updated, etc all done last night. So I’ll hopefully make some good progress on it tonight and hopefully get it running and start testing things.

Awww if you need help testing give me a shout

Just submitted v1.51 which has 4.16 support and fixes that annoying crash that came in 1.5 with the descriptive titles (sorry!). Should be out soon. :slight_smile:

1.51 is up, 4.16 support is live! Enjoy and, as always, please report any issues. :slight_smile:

YES!!! That’s awesome!

@
I just got a crash in the showcase map in 4.16 (using Able v1.51)

Walking back and forth to activate/deactivate the “collisions sweep” showcase causes a crash. I was able to repeat this crash. Just stand on the very edge of the detection and walk back and fourth as fast as you can to trigger the collision sweep and it will crash.

Interesting. I haven’t played with the Showcase Map in 4.16 yet, I’ll check it out.

Hi!
First of all - finally bought the plugin :slight_smile:
Second - what is REALM: “total realms” ? Its not in documentation.

That’s just an internal value, it’s meaningless. You shouldn’t be seeing it (although I’ve seen it pop up if you update from 4.14 to 4.15 due to enum changes between those versions). Just set it to Client/Server/ClientAndServer depending on your needs.

I’ve downloaded the plugin today and I got only 4.15 and 4.16 didn’t update the project. I see it on all the assets.

I will test everything before coming back with questions. However as for now I must say its in the TOP 3 best assets I’ve got from marketplace. Funny thing is all of those 3 are plugins :wink: And many “project templates” that are extremely popular are literaly useless.

Hmm, that’s really weird… Yea, let me know if it causes you any problems. It could be a display thing, but that still scares me a bit since I’ve never heard of that happening before (and most of that is just straight engine code).

Thanks for the praise. :slight_smile: Let me know if you have any questions. I’m going to get another video hopefully sometime this weekend (I have a work thing on Sunday, so it’ll likely be a Monday thing since its a holiday in the US and I have a rare day of nothing planned).

EDIT: To be clear, if you download one of the Showcases and didn’t update that - then it would make sense. But if its on your own project, then please report back with any issues.

Excellent product your timing on the release was perfect as I just started using Unreal about a week before you launched =)

I’m curious as to how you envision channelling abilities with a start / loop / end to them. For testing before jumping into Able I set up a Montage for a Block with the start animation moving into idle which would loop. The end was on a separate section in the montage and would play once the key was released. This works fine using the animation controller to tell the montage to jump to a new section once the blocking has been stopped.

In Able I see no way to control the sections of a Montage so it seems right now it is just a good way to control a single animation against a slot. Which led me to drop the montage for the moment and at least try sequences to get this to work. The first attempt was placing all three animations in the ability and setting dependencies, with the ability on a loop with the Loop Start + Loop End set to the values of the Idle animation. This didn’t work at all and wasn’t looping the correct spot.

Next I tried branching with the BlockAbility only playing the initial block animation then branching to the BlockingAbility set up with the idle animation and loop/channelled on the same button. That almost worked however the issue with this approach is the BlockingAbility never lets go, with a quick set of Print nodes in the graph I see that Idle starts but never ends.

Thoughts? Need more info?

Thanks!

Hey there, this time i’m back with few suggestions . So i wanted to make my hit boxes a little bit more accurate and decided to playing with the collisions a little bit and, so i tried to the collision sweep task and my problem with it is that it needs a socket so i can control it.
I tried attaching it to my current main weapon socket, but the results was not what i hoped for. So i went back to collision query, and i rotated my cone shape to match the slash direction manually. (More on this after in a second)
The problem with this approach is that the cone query ended a little bit earlier than what i want, so my suggestion is the following.

Add an End time to collision query task, so that the collision query stays for the time it’s required. “Note that i don’t know much in UE4 about the subject of collisions, so this might not be possible, but it doesn’t hurt to suggest.”

Ok so back to the slash shape direction, i found it hard to align the rotation of the cone with the slash direction, and that’s because each time i rotate the cone, the location offset changes in relation to the world and it becomes harder to get the source of the cone query to be at my hand. Note that i tried attaching the source of the cone to my “which tbh is much faster” but when i rotate the cone it rotates in relation to the world, which gives me a result as seen in the following image.
437176d4401a6c215886947b32fa654a54f95723.jpeg

So my next suggestion is to be able to rotate the cone query in the local space of the query (i hope that makes sense). so it will be much easier to have a slash shape query.

Also in the next image you can see the values i used to get the cone to the shape of the slash “without attaching it to the socket” which took quite a bit of trial and error

Cheers.

@RodentGames

There’s a couple ways you can setup looping animations for an infinitely channeled ability. The easiest way I’ve personally found is to simply break the animations out into 3 separate clips; start, loop, end. You then simply create Abilities for each that branch from one another, so. StartBlock (Plays the start animation, sets some flag saying you’re blocking, etc) -> LoopBlock (Channeled Ability that loops and simply plays the loop animation while checking for inputs) -> EndBlock (Manually called when the LoopBlock Ability is interupted/stopped, plays the end clip and removes the “I’m blocking” flag). If you want to do it all in 1 Ability you can use the approach I outlined here where you simply set a boolean/flag on your character and simply have the Animation state machine take it over from there.

@IronSuit

Hmm, I’ll look at that rotation, it should be in local space rather than world space. That said, I don’t think it’ll give you the results since a 2D cone is always on the flat X/Z axis (rather than the plane you’ve setup by rotating it). That assumption is why its so fast. If you want super accurate, you probably need to use a box the size of your weapon, attach it to your hand socket, and then do multiple sweeps (a sweep is always from start -> end, directly, so if you have any curves in your animation - it’ll be skipped unless you break it out over multiple sweeps).

The first way you suggested is what I tried however the LoopBlock (as Channelled Ability w/ Looping on Input = Block) never lets go after the key is released. I used the video you did with ShooterGame and the automatic weapon as the basis for this setup but I’ve obviously done something wrong =). With some tweaks I can either make the branch fail to work or the LoopBlock to never end. Ideas?

Thanks!