You need to pass in the GetAbilityObjectFromClass into the Ability Node on your CreateAbilityContext node. Right now you are passing in a null Ability.
Sorry I think the screenshot was out of date, the GetAbilityObjectFromClass node is connected to the Ability Node connected. Made a new project using UE4.26.1 to demonstrate.
Hi, whatâs the best way to use make an ability that picks a random branch ability to go to? Letâs say for example I make a ability with 2 branch tasks in it that go to different abilities. Whatâs the best way to randomly pick which one it branches to? Iâm sorry that this sounds so simple. I wanted to do this logic in the ability instead of in my character
No plans just yet. Thereâs no way for me to distribute a 5.0 version (Epic doesnât officially support it yet for plugins). So, itâll likely be a bit.
You can use a Dynamic Override on the Branch Ability to randomly pick one. Just setup a list of Abilities somewhere (could be in a subsystem, on the Ability itself, etc) and then use a random stream to pick one. The problem youâll have there is to sync the random across the wire if your game is multiplayer. That is FAR more complex and would likely require a hash or something that you can reliably create on the client / server.
For abilities with branch in ai behavior trees, is it possible to make the ai wait until the last branched ability is done finishing before moving on the next task?
Hello! Awesome plugin. Iâm having trouble with running a Trace By Channel in the Ability Blueprint Graph. Iâm not getting debug output showing, and when I do the step debugger Iâm always getting false on the Hit, even if I was facing a wall, but the same nodes work in the Character blueprint with debug visuals and the hit information. I thought it might be something about the networking settings, but it is the same on server and client; only thing I can think is if I have some context settings set wrong?
I think I might be going about it wrong. I tried doing a RaycastQuery w/ target type Location and then am making an Able Custom Task âTeleportTaskâ, but I donât think I can get the Location Target in the custom task (only the Target Actors from the Context). Is that Location exposed to Custom Tasks?
I noticed that your FPS example runs the animations at the raycast query targetâs location, but it doesnât show the exact process of getting that going. It would be neat if the wiki had a bit more information on the Location Target type too