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  • replied
    Originally posted by ExtraLifeMatt View Post

    I know of one bug with input conditionals which I have a fix for that sounds eerily similar to the bug you reported. Should be out early next week. I can check the looping on dynamic montages as well. The group name should be working properly, that's something I just pass along to UE's animation system. Able doesn't do anything to that value, but I can double check that as well.
    I will try to keep my ability count low and test them singleplayer for now until the update.
    Please tell me - can I somehow get notified that a new ability is running, so I can add it to HUD in some way? Or I must add this PER ability and copy functionality and jsut use abiltiy start/ability end?

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  • replied
    ExtraLifeMatt Can I cancel ability on input? Similar to channeling check - except channeling is only for Active abilities.. Is there anything for passive? For now I have a short ability 0.5s and its looping so I just check on "CanLoopExecuteBP"

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  • replied
    Originally posted by AngeIV View Post
    OH and looping doesn't work for animations that are run as dynamic montage. Also If you have multiple slots in multiple GRPUPS it will take first default group.. Lucky for me its the ability group. it finds the slot in that group perfectly... but anim montage works only if I state target as "UpperBody" for example.. instead of correctly "Ability.UpperBody". as it could be "additivePose.UpperBody"
    I know of one bug with input conditionals which I have a fix for that sounds eerily similar to the bug you reported. Should be out early next week. I can check the looping on dynamic montages as well. The group name should be working properly, that's something I just pass along to UE's animation system. Able doesn't do anything to that value, but I can double check that as well.

    Leave a comment:


  • replied
    OH and looping doesn't work for animations that are run as dynamic montage. Also If you have multiple slots in multiple GRPUPS it will take first default group.. Lucky for me its the ability group. it finds the slot in that group perfectly... but anim montage works only if I state target as "UpperBody" for example.. instead of correctly "Ability.UpperBody". as it could be "additivePose.UpperBody"

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  • replied
    I also checked if I activate the ability on owner correctly? Both activation on a component and from context both doesn't work. if host use ability host sees it perfectly - client at all. if client activate the ability it executes with early mentioned auto-branch immediately both on client and server.
    Click image for larger version

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  • replied
    ExtraLifeMatt HELP! I made abilities that branch and they work absolutely perfect on sever. wont work on dedicated servers client. I mean they DO work, but they always branch.
    Heres the setup:
    Melee start - Check if can trigger.
    Ok run
    Theres a branch condition on 90% ability - IF Input -hold (negate) than branch to ability fast attack. (in general if you hold and charge heavy attach it will go to next branch.. if you release while branching it will perform quick attack instead)
    Another branch 90-100% of ability - takes you to heavy attack idle - a channeled ability.

    My problem: On dedicated server the client instantly goes into fast attack. 1-2 frames and whoop! fast attack.
    What am I missing to make it work on dedicated server?
    Attached Files

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  • replied
    Originally posted by Ordrik View Post
    Never mind! I forgot I had overridden the asset manager. I switched it back in the Engine.ini and it fixed everything.
    Glad you figured it out.

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  • replied
    Never mind! I forgot I had overridden the asset manager. I switched it back in the Engine.ini and it fixed everything.

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  • replied
    That doesn't seem to work. It's saying it can't find the asset manager.

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  • replied
    Hi. I tried to pass the damage to UE4 System. I really got crazy, until i noticed that the cone does not produce a hit event. If i use Sphere etc. it works!

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  • replied
    Originally posted by Ordrik View Post
    I'm having a problem where when I make an ability, trying to open the ability crashes the editor.
    Probably your preview asset. Are you using any plugins like ALS or SmoothSync? If so, you need to change your preview asset to an actor that doesn't contain those items (you can change it in the Editor Settings -> Ability Editor -> Preview Asset.

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  • replied
    I'm having a problem where when I make an ability, trying to open the ability crashes the editor.

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  • replied
    Originally posted by AngeIV View Post
    ExtraLifeMatt One more question - I can scale ability playrate, and it transfers to animation... Can I scale just the animation?
    Long version:
    I know I can In animgraph - but I'm using SUB-GRAPHS, and my abilities would have to play in blendspaces in a subgraph. In current setup I play montages in proper slot that is in the main anim graph, long after the sub graph and blendspaces. in a Graph that is just merging and making some ik cleanup and retargeting, so animations work perfectly on male and female character. And in montage It works great. But I want to be able to blend idle and walk.. idle is basically frame 0 from walking.. so i figured I could play ability in montage slot and slow down and speed up based on character velocity. normally slot animations dont allow change of playrate. Also if Im playing anim in a slot - can I use the auto rule to blend back from ability animation and it will detect clearing of slot or that animations is not looping, or the opposite that the anim is looping and shouldn't blend back as long as it is? I haven't found answers in the documentation so I rather ask.
    Lets Say I have a attack start -> attack loop ->attack end (execute swing). But If I end attack start before loop triggers I can execute quick swing. I setup it as 3 abilities that are linked, channeled, with multi branch conditions. For montages it works like a charm! Blends perfectly. Use single slot so doesn't overcomplicate the anim graph. I have attacks branching based on what direction the character is moving. So it starts with simple check of velocity angle, and goes into proper chain of abilities. I still execute single ability

    Short version:
    Any idea if I could use sub graphs and auto blend nodes on blendspace based on ability animation time?
    You can dynamically pass in the Animation Play rate for just the animation. The "scale to Ability play rate" is just a convenience feature. Able doesn't really "read" anything back from the animation system. It's a one-way communication. "Play this at this speed" or "change the speed to this". That's to maintain the async nature of animations (and to stay out of it's way basically).

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  • replied
    ExtraLifeMatt One more question - I can scale ability playrate, and it transfers to animation... Can I scale just the animation?
    Long version:
    I know I can In animgraph - but I'm using SUB-GRAPHS, and my abilities would have to play in blendspaces in a subgraph. In current setup I play montages in proper slot that is in the main anim graph, long after the sub graph and blendspaces. in a Graph that is just merging and making some ik cleanup and retargeting, so animations work perfectly on male and female character. And in montage It works great. But I want to be able to blend idle and walk.. idle is basically frame 0 from walking.. so i figured I could play ability in montage slot and slow down and speed up based on character velocity. normally slot animations dont allow change of playrate. Also if Im playing anim in a slot - can I use the auto rule to blend back from ability animation and it will detect clearing of slot or that animations is not looping, or the opposite that the anim is looping and shouldn't blend back as long as it is? I haven't found answers in the documentation so I rather ask.
    Lets Say I have a attack start -> attack loop ->attack end (execute swing). But If I end attack start before loop triggers I can execute quick swing. I setup it as 3 abilities that are linked, channeled, with multi branch conditions. For montages it works like a charm! Blends perfectly. Use single slot so doesn't overcomplicate the anim graph. I have attacks branching based on what direction the character is moving. So it starts with simple check of velocity angle, and goes into proper chain of abilities. I still execute single ability

    Short version:
    Any idea if I could use sub graphs and auto blend nodes on blendspace based on ability animation time?

    Leave a comment:


  • replied
    Originally posted by Duenner_Hering View Post
    ExtraLifeMatt
    ExtraLifeMatt
    Hi. Im trying to integrate this in to ALS V4 for a costumer.
    But im stucking. It just says: Internal Systems Error.
    Any Idea how to solve this?
    Internal Systems Error is the default value that is assigned in activated ability. The only way I can see you reaching that is if you have the Ability Instance policy set to "Instance (Replicated)" - in which case, it's actually fine - things just got kicked to the server. It should use that message, but that's it. That's actually a beta feature, so I wouldn't use it unless you have to - I haven't put it through it's paces yet.

    I know there have been previous issues with ALS and Able, but I'm not sure what the conflict is there. Able just sits in its own component and doesn't anything crazy. Not sure what ALS is doing.

    Leave a comment:

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