I’m not sure I can keep using able, it crashed constantly and corrupts constantly or just breaks.
list of things I’ve had just in the last 2 hours.
collision queries seem to work correctly. then I add apply damage and make it dependable on the query. my query then for some reason triggers from much further away. I really can’t figure this out and it’s driving me nuts.
I changed the FOV value on a cone collision in an ability, the editor crashed and the ability wouldn’t compile after. had to remake it, again.
I mean heck, here’s a picture of a complete blank ability I made and it just wouldn’t compile. I had to delete it and try again. and that one compiled but the animation wouldn’t play in the editor
not sure if I should do a source compile fo the editor or roll back a bit or something. but so far I love this tool, it’s just not seemingly usable. any info I can give you to help please just ask, happy to make videos and stuff if useful.
EDIT: ok I didn’t want to just complain and be a jerk, so I did some troubleshooting.
editor version UE4 v 4.25.2
downloaded straight from epic launcher
it seems dependencies get stuck sometimes. for example, if you delete a dependency and forget to remove it from other tasks it bricks the ability completely and will never compile again. but it’s worth noting, sometimes this just happens. if you remove the dependencies manually and then remove the collision task for example. it MIGHT still brick. I test 10 abilities. 2 were unusable even after the correct removal of dependencies.
parent abilities, I have a parent ability which is just blank but holds all my custom function, getting dynamic FOV and distance for example. so when I make a child it does it automatically, but if I go back to my parent’s ability and change one of those functions it doesn’t break the children, but the parameters returned are incorrect. I think this is why I was noticing my queries hitting units further away than it should have.
another update! I found another issue with queries when doing a 2d query for a cone, it seems to not correctly calculate the collision. if my FOV is around 90 or so it seems fine, soon as I hit 180 or more it goes super wonky. here’s a gif ( you can watch in high quality to actually read it ) but the gist is.
i printing the distance of my query, the 3rd swing is a distance of 300, it shouldn’t reach. I am 400 units from the enemy. but if I switch to a 3d collision check it works. it’s not a problem now I know, but it should probably be looked at.