Originally posted by ExtraLifeMatt
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Originally posted by MichaelLiew View Post
Hi, Task's DynamicProperty no task name, so I can't distinguish at runtime, "OnGetDynamicPropertyDisabled" for example, how can I do?
Originally posted by MichaelLiew View Post
Btw, I want to change PlayAnimation(DynamicMontage) blendin\blendout at runtime, hope you can add this feature, thanks a lot !Able Ability System - A high performance, robust ability system for UE4. Now Available!
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Originally posted by CoolBeardMan View PostI apologise if this was asked once before.
I have a question about the Spawn Actor task.
More specifically:
Can I somehow get a reference to the Spawned actor inside the Ability Blueprint?
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Able Ability System - A high performance, robust ability system for UE4. Now Available!
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Able v3.46 submitted. Notes below.
Able v3.46
- Fix to Play Rate not showing as bindable on Play Animation Task.
- Added Bindable Blend times for Dynamic Montage (Single Instance Animation / Ability Animation Node use FAlphaBlend which is an engine class that doesn't support Blueprint editting - so they're unable to support runtime changes for the moment).
- Fixed to Overlap Watcher not running it's clear targets call if there were no overlaps detected.Able Ability System - A high performance, robust ability system for UE4. Now Available!
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Originally posted by TVwj View PostI have a simple question. I am trying to use behavior trees using the "Play Ability" task, but nothing happens. It just straight up skips it.
I added the AblAbility component to my character already, and the ability works in the ability editor.
Am I doing something wrong?Able Ability System - A high performance, robust ability system for UE4. Now Available!
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Originally posted by ExtraLifeMatt View Post
Nope, that should be all. Check your logs there's probably some reason it's being skipped. In the Able Setttings there is a Verbose option that will tell you any time an Ability was submitted and not played.
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Originally posted by ExtraLifeMatt View Post
There is a "Dynamic Property Identifier" on every task. Just add something there and it'll change the method to "OnGetDynamicProperty_Identifier_Disabled".
Sure, I can look into that.
Problem: My one ability is looping, and I found this ability's task's Disable just only check at first loop, but I need to check every loop, in order to Enable/Disable some task at runtime. btw, my ability is activity ability not passive.
Hope you can update as fast as you can, cause I am eager to use. Thanks!Last edited by MichaelLiew; 10-06-2020, 03:41 AM.
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Originally posted by MichaelLiew View Post
Nice! Thank you very much!
Problem: My one ability is looping, and I found this ability's task's Disable just only check at first loop, but I need to check every loop, in order to Enable/Disable some task at runtime. btw, my ability is activity ability not passive.
Hope you can update as fast as you can, cause I am eager to use. Thanks!Able Ability System - A high performance, robust ability system for UE4. Now Available!
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Originally posted by ExtraLifeMatt View Post
I can look at that. It may have to wait till the 4.26 support patch, but we'll see. I already have one update pending so that needs to clear.Last edited by MichaelLiew; 10-06-2020, 09:33 PM.
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Originally posted by MichaelLiew View Post
It's OK, I used another method, but I will waiting for your patch also.Able Ability System - A high performance, robust ability system for UE4. Now Available!
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