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  • replied
    Originally posted by ExtraLifeMatt View Post

    Did the class you create for your ScratchPad inherit from UAblAbilityScratchPad?

    EDIT: The error says it's returning a nullptr.... are you sure it's being returned? Can you post a screenshot of your CreateScratchPadBP?
    Sure!
    EDIT: The scratchpad is derived gfrom AblCustomTaskScratchPad, and has nothing added to it.
    Last edited by Maxilos; 03-15-2020, 01:51 PM.

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  • replied
    Originally posted by Maxilos View Post
    Hey Matt!
    First of all, it's an amazing plugin, really makes everything way easier. However, I've encountered pretty much the same problem, as was described by OneSaltyBoy, where whenever I try to use a custom ability in a standalone game, i get a following crash:
    Fatal error: [File:/Build/++UE4/Sync/Engine/Source/Runtime/CoreUObject/Private/Templates/Casts.cpp] [Line: 10] Cast of nullptr to AblAbilityTaskScratchPad failed
    My CreateScratchPadBP is overloaded.
    Did the class you create for your ScratchPad inherit from UAblAbilityScratchPad?

    EDIT: The error says it's returning a nullptr.... are you sure it's being returned? Can you post a screenshot of your CreateScratchPadBP?

    Leave a comment:


  • replied
    Hey Matt!
    First of all, it's an amazing plugin, really makes everything way easier. However, I've encountered pretty much the same problem, as was described by OneSaltyBoy, where whenever I try to use a custom ability in a standalone game, i get a following crash:
    Fatal error: [File:/Build/++UE4/Sync/Engine/Source/Runtime/CoreUObject/Private/Templates/Casts.cpp] [Line: 10] Cast of nullptr to AblAbilityTaskScratchPad failed
    My CreateScratchPadBP is overloaded.

    Leave a comment:


  • replied
    That actu
    Originally posted by ExtraLifeMatt View Post
    michalss Here ya go, try and open this project. The collision is all working for me locally, you can see I laid out a bunch of various collision types (you can hit ~ and type "Able.DrawQueryDebug 1" to see the shapes being rendered).

    I set up a simple "hit reaction" (basically just the explosion particle effect) anytime the character takes damage, which the queries apply. You can move the characters out of range to verify.

    Cone, Sphere, and Box are all tested in this level and appear to be working.

    https://www.dropbox.com/s/zlwu2ixgmp...onTest.7z?dl=0
    Yes, that actually works. Thank you for preview, I'll try the same setup in my project and then give you some feedback.

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  • replied
    michalss Here ya go, try and open this project. The collision is all working for me locally, you can see I laid out a bunch of various collision types (you can hit ~ and type "Able.DrawQueryDebug 1" to see the shapes being rendered).

    I set up a simple "hit reaction" (basically just the explosion particle effect) anytime the character takes damage, which the queries apply. You can move the characters out of range to verify.

    Cone, Sphere, and Box are all tested in this level and appear to be working.

    https://www.dropbox.com/s/zlwu2ixgmp...onTest.7z?dl=0

    Leave a comment:


  • replied
    Originally posted by michalss View Post

    Tested, because all my character are parent of one character blueprint, I setted up default collision response to pawn for both and deleted my custom "clickable" collision channel to check if custom channels are not causing the problem. Also didin't worked, simply it does nothing.

    I fixed it for now by spawning actor with sphere collision to check overlap and do damage on overlap (works totally normal). But that is not reason why I bought your plugin. So, there is definietly gonna be some problem in code whether it is visualization, translation or other bug.

    Also as I mentioned, I downloaded your example shooter project and it doesn't worked as well on 4.24.3, one possibility is that damage is not firing or collision is not working correctly.
    Hmm... Alright, let me toss together a quick collision test level and see what I find. Once I have it done, I'll share it out as well if you want to compare settings.

    Leave a comment:


  • replied
    Originally posted by ExtraLifeMatt View Post


    I think I see the issue, you're using a custom layer (by using the custom preset), but have the object type set to Pawn. That task searches by Layer, not object. Try setting both objects to the Pawn Layer, or World Dynamic and see if they see each other..
    Tested, because all my character are parent of one character blueprint, I setted up default collision response to pawn for both and deleted my custom "clickable" collision channel to check if custom channels are not causing the problem. Also didin't worked, simply it does nothing.

    I fixed it for now by spawning actor with sphere collision to check overlap and do damage on overlap (works totally normal). But that is not reason why I bought your plugin. So, there is definietly gonna be some problem in code whether it is visualization, translation or other bug.

    Also as I mentioned, I downloaded your example shooter project and it doesn't worked as well on 4.24.3, one possibility is that damage is not firing or collision is not working correctly.
    Last edited by michalss; 03-11-2020, 07:06 AM.

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  • replied
    Originally posted by michalss View Post

    Thank you, that is useful info.



    Tested out, and nothing happened :-/. So, i guess it's gonna be problem with collision actor data setup but in fact that I have correct collision query settings as you can see from screenshots?


    I think I see the issue, you're using a custom layer (by using the custom preset), but have the object type set to Pawn. That task searches by Layer, not object. Try setting both objects to the Pawn Layer, or World Dynamic and see if they see each other..

    Leave a comment:


  • replied
    Originally posted by ExtraLifeMatt View Post

    Define "Relative Rotation". It you point it to a blueprint for the preview actor, it'll just instantiate that blueprint - rotation and all. If you just point it to a static/skeletal mesh, then it builds an actor on the fly so the rotation can be off. There is a rotation option in the Able Editor Settings that you can use to rotate the static mesh to point in the correct location.
    Thank you, that is useful info.

    Originally posted by ExtraLifeMatt View Post
    An easy way to test is to just setup a sphere query, put it on yourself (so no translation, rotation, etc) and just set the radius up pretty high. If that works, but then you try and translate it out a bit - then it's a translation bug, otherwise it could be a setup issue with the collision actor data.
    Tested out, and nothing happened :-/. So, i guess it's gonna be problem with collision actor data setup but in fact that I have correct collision query settings as you can see from screenshots?


    Leave a comment:


  • replied
    Originally posted by michalss View Post

    Well that doesn't work as well. I was trying to setup FOV around 360° after I saw that post. Or even using box collision with scale around 4 meters, nothing. Then I tried to remove plugin from engine and put it back once again - same result. So, if there are no issues within Queries in code, then there must be something wrong with debug visualization or Queries translation? Also, I noticed that ability editor doesn't using Relative rotation for previewed actor, is that supposed to be correct behavior?
    Define "Relative Rotation". It you point it to a blueprint for the preview actor, it'll just instantiate that blueprint - rotation and all. If you just point it to a static/skeletal mesh, then it builds an actor on the fly so the rotation can be off. There is a rotation option in the Able Editor Settings that you can use to rotate the static mesh to point in the correct location.

    There could be a translation issue on the query, it's happened in the past but I haven't had any reports in forever until this last week so that's why I'm a bit confused on this popping up, that code hasn't changed on my end. An easy way to test is to just setup a sphere query, put it on yourself (so no translation, rotation, etc) and just set the radius up pretty high. If that works, but then you try and translate it out a bit - then it's a translation bug, otherwise it could be a setup issue with the collision actor data.

    Leave a comment:


  • replied
    Originally posted by ExtraLifeMatt View Post

    Ah, another user was reporting Cone/Queries were off by 90 degrees. See what happens if you turn your guy to the left or right of where the debug visualization is showing. If that's the issue, I'll get a fix in - I'm still trying to repro this locally, so having your actual parameters is a great help.
    Well that doesn't work as well. I was trying to setup FOV around 360° after I saw that post. Or even using box collision with scale around 4 meters, nothing. Then I tried to remove plugin from engine and put it back once again - same result. So, if there are no issues within Queries in code, then there must be something wrong with debug visualization or Queries translation? Also, I noticed that ability editor doesn't using Relative rotation for previewed actor, is that supposed to be correct behavior?

    Leave a comment:


  • replied
    Originally posted by michalss View Post

    Well, I would not have been asking if I haven't tried that yet in all possible ways. There is a screen if my setup.
    Ah, another user was reporting Cone/Queries were off by 90 degrees. See what happens if you turn your guy to the left or right of where the debug visualization is showing. If that's the issue, I'll get a fix in - I'm still trying to repro this locally, so having your actual parameters is a great help.

    Leave a comment:


  • replied

    Originally posted by ExtraLifeMatt View Post

    Collisions definitely work. Check and make sure BOTH objects are marked as "Enable Overlap Queries", if one or the other isn't - the collision is ignored. Also double check your collision layer info (Although 9 times out of 10, it's that both objects weren't marked as Enable Overlaps).

    https://docs.unrealengine.com/en-US/...iew/index.html
    Well, I would not have been asking if I haven't tried that yet in all possible ways. There is a screen if my setup.

    Click image for larger version

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  • replied
    Originally posted by michalss View Post
    Hello, I just started implementing able into my project, first of all I was impressed how powerful it is across the network but. Event with right setup for collision channels or objects, collisions doesn't seem to be working correctly on 4.24.3. Pretty much they do not work for me and even in your demo which is thing that needs to be fixed asap. Or is it possibly problem only on my side? Thank you for response.
    Collisions definitely work. Check and make sure BOTH objects are marked as "Enable Overlap Queries", if one or the other isn't - the collision is ignored. Also double check your collision layer info (Although 9 times out of 10, it's that both objects weren't marked as Enable Overlaps).

    https://docs.unrealengine.com/en-US/...iew/index.html

    Leave a comment:


  • replied

    Hello, I just started implementing able into my project, first of all I was impressed how powerful it is across the network but. Event with right setup for collision channels or objects, collisions doesn't seem to be working correctly on 4.24.3. Pretty much they do not work for me and even in your demo which is thing that needs to be fixed asap. Or is it possibly problem only on my side? Thank you for response.

    Leave a comment:

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