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  • replied
    here are a few questions:

    1. i tried to get a combo working with animations that transition when they branching like in the combo tutorial video. so i setup the state machine like in the tutorial on the documentation page. but even tho he plays the animation in the state machine there is no blending at all. same result as normal animations or montages. i tried to uncheck stop on interrupt because i thought it might just cancel the animation but it didn't do anything for this case. is there any hidden checkbox, or a hidden setup in the anim blueprint that i might have missed or is this be a bug?

    2. is there any way to debug the targeting? i didn't got the turn to task work with the targeting, always resulted in wired rotations. i got it working with a collision query task at the beginning of each ability tho. but still i think with targeting this would require less setup.

    appart from the rough start it looks very promising. creating a custom task was very easy what is important to customize it to your own needs. i really hope its possible to get animation blending for branching to work.

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  • replied
    here is an other bug:
    when renaming abilities while having some open will cause crashes very fast as soon as you do a few clicks somewhere. its a very reliable crash. can get it crash under 1min but still found no pattern to reproduce it. sidenote: the abilities have branches but they do not reference on of the renamed

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  • replied
    The animation arrow button "Use Selected Asset From Content Browser" is not working. drag and drop neither and even selecting it manualy doenst work. (4.23)

    it just works if you select the animation when you create the task. that means you allways have to type in the name manualy or copy it in and then you can not change the animation unless you remove the task and start over again. its driving me crazy. especially if you have tons of animations associated to the skeleton you work with. its a real workflow issue to me.

    Update: It does work with montages.
    Attached Files
    Last edited by MarGon; 10-13-2019, 10:18 AM.

    Leave a comment:


  • replied
    Originally posted by ExtraLifeMatt View Post

    Normally the actor itself is pointing down X (if you add an arrow component, you can see that). However a bunch of the default meshes in UE4 are authored to point down Y and so required a rotation to make it match the direction of the Actor. Again, this is a non-issue if you author your mesh to point down X, or you setup the mesh component in a blueprint actor and Able can just instantiate that rather than trying to cobble together an actor from bits and pieces (e.g. just a static mesh).
    I suggest to make the preview component rotation yaw -90 by default. all the assets on the marketplace are setup like this. if you don't do it, its gonna make a terrible first impression after buying the plugin.

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  • replied
    Submitted Able v3.16, notes below:

    • Added an option in Able Settings to force ability activation when coming from the server. This skips the "CanActivateAbility" check entirely. It's enabled by default. (h/t JSwigart )
    • Passive Abilities now support channeling.
    • Fixed a crash with Canceling an Ability (h/t JSwigart )
    • Changed Cancel Ability Task to always call into Blueprints first (so users have the first say to cancel an Ability, followed by Tags, then finally checking the provided Ability on the Task).
    As always; please let me know if you run into any issues.

    Leave a comment:


  • replied
    Originally posted by JSwigart View Post
    What is the purpose of this rotation in the Able editor? Is it just to have it face into the default view of the editor camera? Couldn't you just rotate the actor rather than manipulating the MeshComponent of the actor?
    Normally the actor itself is pointing down X (if you add an arrow component, you can see that). However a bunch of the default meshes in UE4 are authored to point down Y and so required a rotation to make it match the direction of the Actor. Again, this is a non-issue if you author your mesh to point down X, or you setup the mesh component in a blueprint actor and Able can just instantiate that rather than trying to cobble together an actor from bits and pieces (e.g. just a static mesh).

    Leave a comment:


  • replied
    What is the purpose of this rotation in the Able editor? Is it just to have it face into the default view of the editor camera? Couldn't you just rotate the actor rather than manipulating the MeshComponent of the actor?

    Leave a comment:


  • replied
    Originally posted by JSwigart View Post
    Minor bug that leads to a mismatch between stuff like collision offsets and the visual model. In FAblAbilityEditor::Tick, I had to comment out the call to

    Code:
     if (UMeshComponent* MeshComponent = m_PreviewActor->FindComponentByClass<UMeshComponent>())
    {
    MeshComponent->SetRelativeRotation(GetEditorSettings().m_MeshRotation);
    }
    Because it was causing the offsets and such from collision query locations to be wrong if you are using a model that has relative rotation on the mesh component. I was getting inconsistent query results in game due to dialing in the position of queries with the debug rendering enabled being inconsistent with the model orientation at runtime. Comenting out that line got them agreeing again. There may be a better way to orient the model in the able editor.
    Yea, admittedly the mesh rotation is a hack. The better fix is to put any rotation into your blueprint character. I'll see if I can't figure a better solution there though.

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  • replied
    Minor bug that leads to a mismatch between stuff like collision offsets and the visual model. In FAblAbilityEditor::Tick, I had to comment out the call to

    Code:
        if (UMeshComponent* MeshComponent = m_PreviewActor->FindComponentByClass<UMeshComponent>())
            {
                MeshComponent->SetRelativeRotation(GetEditorSettings().m_MeshRotation);
            }
    Because it was causing the offsets and such from collision query locations to be wrong if you are using a model that has relative rotation on the mesh component. I was getting inconsistent query results in game due to dialing in the position of queries with the debug rendering enabled being inconsistent with the model orientation at runtime. Comenting out that line got them agreeing again. There may be a better way to orient the model in the able editor.

    Leave a comment:


  • replied
    Originally posted by JSwigart View Post
    Perhaps others aren't using activation gating logic in their abilities CanActivateAbility that rely on checking data outside the ability itself(such as replicated variables on the owning actor). The problem becomes apparent pretty quickly in that sort of case.

    Edit: I am running with the flag I mentioned now and things are working much better now.
    Eh some do, I believe. But yea, it could very well be a bug. I'm just not quite comfortable yet with shipping that out to everyone without a few more tests.

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  • replied
    Perhaps others aren't using activation gating logic in their abilities CanActivateAbility that rely on checking data outside the ability itself(such as replicated variables on the owning actor). The problem becomes apparent pretty quickly in that sort of case.

    Edit: I am running with the flag I mentioned now and things are working much better now.

    Leave a comment:


  • replied
    Originally posted by JSwigart View Post
    Sorry to bump, but is that OnServerActiveAbilityChanged issue a bug? Seems like the desired effect is for the server to be authoritative, which it seems to me means that the client should not be checking the conditional and potentially failing to activate the ability that the server activated.
    I haven't gotten through it yet - but I doubt it, it's likely there for a reason given that code hasn't changed in a long time and lots of other projects seem to be doing okay. If you want to locally change it while I continue to investigate - you're more than welcome.

    Leave a comment:


  • replied
    Sorry to bump, but is that OnServerActiveAbilityChanged issue a bug? Seems like the desired effect is for the server to be authoritative, which it seems to me means that the client should not be checking the conditional and potentially failing to activate the ability that the server activated.

    Leave a comment:


  • replied
    Sorry to bump, but is the situation I described in my last post a bug? Surely the OnServerActiveAbilityChanged is meant to be authoritative and skip the possibility of failing on the clients?

    Leave a comment:


  • replied
    Originally posted by ExtraLifeMatt View Post

    3.11 is a few revisions behind. Not sure why that would cause it but I would upgrade to the latest.
    OK, I will waiting for new upguade

    Leave a comment:

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