So while I was cleaning up the BP getting it all pretty for the screenshots, I actually figured how it’s supposed to be done while cleaning it up xD. It’s fixed now!
Here is the BP if anyone wants to check out to do it:
BP
Edit: Should disable the “loop” I left it on by accident in the screenshot because I was experimenting with something lol.
Anyway:
While doing this I did find a legit bug with the cancel ability node (more like a mismatch label):
The tool tips in the drop down list don’t match their items:
Thanks, np. One more thing, I can’t seem to get “blend-in” to work when transitioning into an ability animation:
In Able and in the StateMachine I’ve set the “blend-in” “duration” to 1.0 then I tried 2.0, but there is no “blend-in” to the ability animation.
Meanwhile “blend-out” works just fine as expected.
Ah, good find. Definitely a bug there. Right now it won’t blend for the 1st animation that used with that node, but the subsequent ones are fine. I’ll work on a fix for that and it’ll be in the next update.
Oh, and what about the task properties under “Branch”, I want to use “custom” in the “conditions” section, however there is nothing to define after selecting “custom”. Is that intended?
If so, what “custom event” logic is it assuming, I thought this could be user defined before?
I can’t open my file anymore, it crashes when loading up to 94-96%
There were no issues when I saved it yesterday, other than the able editor forgetting what preview mesh I has selected (it was blank instead of showing my character, but I could use the editor just fine otherwise so I didn’t re-select it and just continued working).
But to be honest I have no way of knowing if this had anything to do with Able, I got no errors when I saved everything and closed, but I can’t open the file anymore
I even created a new project, and copied the content folder of my previous project into the new one, and the now new project fails to open too.
I’d need to see the call stack to know what the crash had to deal with (and if it’s related to Able at all). Can you find your log files and see what they say?
helped me identify that the crash was related to my animation blueprint, a bug in UE4 allowed it to get corrupted when editing the transition rules xD.
I’m going send them a bug report because apparently there’s some weird stuff you can do in the Animgraph in 4.16 that shouldn’t be allowed with causes crashes next time you try to open.
So it had nothing to do with Able xD. But good thing we found that out.
Working on getting both this and the Chain Lightning examples up for download (probably just going to put the links in the tutorial section of the documentation, I’m out of room on the store page). ¯_(ツ)_/¯
Not sure if this is related to the issue @RodentGames brought up,
I’ve cooked a build and I have a combo-system implemented.
The server sees branched abilities play correctly.
Clients see the first ability play, but all branched ability animations do not play.
I can provide a link to the cooked build if you’d like to test it.
So the Abilities are playing but not the animations within the Abilities? What is the Realm set to on the Play Animation Task? Is it marked as Play on Server or just as Client?
I’m glad you touched on the Async in this video I was thinking the whole time how do you avoid race conditions =)
Is it more efficient to do the work in the target blue print rather than bake the logic into the CalculateDamageForActor? The challenge with the video example would be pulling out details from the Instigator of the ability, would you want to store that on the Target as well or just refactor and put the logic of setting the burning inside the Ability?
Either is technically fine. You could set the “Damage Source” to your Instigator and you should be able to access it in the Event Any Damage event through the “Damage Causer” parameter. Unfortunately the “Instigated By” parameter in that event is a controller, otherwise you’d be able to get both Source + Instigator Actors without having to store them through parameters on the character.
Anyway, I just wanted to comment about the task properties tab.
When in the “Branch” task properties, the conditions section is visually confusing because the “logic” element gets its own header that is displayed as a sibling to what ever condition you selected.
If you have multiple conditions (several input conditions, and a custom condition), all the corresponding “logic” are difficult to tell which condition they belong to, all the logic elements look orphaned in the panel making it hard to read.
The other thing that makes it difficult to see which condition owns the “logic” element, is the fact that after “logic” there is no breaking line between it and the next condition in the list…not sure if I’m making sense here so here’s a photoshopped screenshot of what I’m requesting:
I know this is tied to how UE4 displays panels but I was wondering if it was possible for “logic” to be child of condition element without it having its own additional header? It’s just another one of those “quality of life” things