Announcement

Collapse
No announcement yet.

Able Ability System Info and Support Thread

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • replied
    Originally posted by TotallyKuro View Post
    I started to get a crash error out of nowhere saying "objects breaking disregard for GC assumptions" and haven't been able to fix it.
    Anyone knows anything about it ?
    here's some of the crash logs

    [2020.07.26-04.40.57:711][873]LogGarbage: Warning: Disregard for GC object Function /Game/Character/Abilities/CC/KnockDown.KnockDown_C:ExecuteUbergraph_KnockDown referencing AblAbilityContext /Game/Maps/Arena_Game.Arena_Game:PersistentLevel.Player_C_2147482362.AblComponent.AblAbilityContext_2147481646 which is not part of root set
    [2020.07.26-04.40.57:711][873]LogGarbage: Warning: Disregard for GC object Function /Game/Character/Abilities/CC/KnockDown.KnockDown_C:ExecuteUbergraph_KnockDown referencing AblAbilityContext /Game/Maps/Arena_Game.Arena_Game:PersistentLevel.Player_C_2147482362.AblComponent.AblAbilityContext_2147481646 which is not part of root set
    [2020.07.26-04.40.57:711][873]LogGarbage: Warning: Disregard for GC object Function /Game/Character/Abilities/CC/KnockDown.KnockDown_C:ExecuteUbergraph_KnockDown referencing Player_C /Game/Maps/Arena_Game.Arena_Game:PersistentLevel.Player_C_2147482362 which is not part of root set
    [2020.07.26-04.40.57:711][873]LogGarbage: Warning: Disregard for GC object Function /Game/Character/Abilities/CC/KnockDown.KnockDown_C:ExecuteUbergraph_KnockDown referencing Player_C /Game/Maps/Arena_Game.Arena_Game:PersistentLevel.Player_C_2147482362 which is not part of root set
    [2020.07.26-04.40.57:711][873]LogGarbage: Warning: Disregard for GC object Function /Game/Character/Abilities/CC/KnockDown.KnockDown_C:ExecuteUbergraph_KnockDown referencing Player_C /Game/Maps/Arena_Game.Arena_Game:PersistentLevel.Player_C_2147482362 which is not part of root set
    [2020.07.26-04.40.57:711][873]LogGarbage: Warning: Disregard for GC object Function /Game/Character/Abilities/CC/KnockDown.KnockDown_C:ExecuteUbergraph_KnockDown referencing Player_C /Game/Maps/Arena_Game.Arena_Game:PersistentLevel.Player_C_2147482362 which is not part of root set
    Is this in the Editor? Or at runtime? Looks like you're trying to manually add an Ability to the Root Set or some such to avoid GC. That shouldn't be necessary.

    Leave a comment:


  • replied
    Originally posted by shain1234 View Post
    I'm not sure I can keep using able, it crashed constantly and corrupts constantly or just breaks.

    list of things I've had just in the last 2 hours.

    collision queries seem to work correctly. then I add apply damage and make it dependable on the query. my query then for some reason triggers from much further away. I really can't figure this out and it's driving me nuts.

    I changed the FOV value on a cone collision in an ability, the editor crashed and the ability wouldn't compile after. had to remake it, again.

    I mean heck, here's a picture of a complete blank ability I made and it just wouldn't compile. I had to delete it and try again. and that one compiled but the animation wouldn't play in the editor
    https://i.imgur.com/vd0ZUn6.png

    not sure if I should do a source compile fo the editor or roll back a bit or something. but so far I love this tool, it's just not seemingly usable. any info I can give you to help please just ask, happy to make videos and stuff if useful.

    EDIT: ok I didn't want to just complain and be a jerk, so I did some troubleshooting.

    editor version UE4 v 4.25.2
    downloaded straight from epic launcher

    it seems dependencies get stuck sometimes. for example, if you delete a dependency and forget to remove it from other tasks it bricks the ability completely and will never compile again. but it's worth noting, sometimes this just happens. if you remove the dependencies manually and then remove the collision task for example. it MIGHT still brick. I test 10 abilities. 2 were unusable even after the correct removal of dependencies.

    parent abilities, I have a parent ability which is just blank but holds all my custom function, getting dynamic FOV and distance for example. so when I make a child it does it automatically, but if I go back to my parent's ability and change one of those functions it doesn't break the children, but the parameters returned are incorrect. I think this is why I was noticing my queries hitting units further away than it should have.

    another update! I found another issue with queries when doing a 2d query for a cone, it seems to not correctly calculate the collision. if my FOV is around 90 or so it seems fine, soon as I hit 180 or more it goes super wonky. here's a gif ( you can watch in high quality to actually read it ) but the gist is.
    i printing the distance of my query, the 3rd swing is a distance of 300, it shouldn't reach. I am 400 units from the enemy. but if I switch to a 3d collision check it works. it's not a problem now I know, but it should probably be looked at.
    Hmmm, let me see if I get these issues straight:

    1.) You can end up with ghost dependencies if you delete a Task but forget to remove the Depedency on another Task. That's fair, I can see if I can't make that a bit more friendly and make sure it cleans up the dependency on other tasks. Able should do that automatically whenever you re-load an Ability in the Editor.

    2.) This one I need to see a project for. Not sure why the parameters would break.

    3.) So 3D query is working fine for > 180 but not 2D? Can you grab this project and try it there: https://www.dropbox.com/s/zlwu2ixgmp...onTest.7z?dl=0 That's a simple level with all the collisions being tested (if the enemy plays the particle effect, it was found). You can tweak the 2D Collision Cone Query to be > 180 and see if it repros.

    Leave a comment:


  • replied
    I'm not sure I can keep using able, it crashed constantly and corrupts constantly or just breaks.

    list of things I've had just in the last 2 hours.

    collision queries seem to work correctly. then I add apply damage and make it dependable on the query. my query then for some reason triggers from much further away. I really can't figure this out and it's driving me nuts.

    I changed the FOV value on a cone collision in an ability, the editor crashed and the ability wouldn't compile after. had to remake it, again.

    I mean heck, here's a picture of a complete blank ability I made and it just wouldn't compile. I had to delete it and try again. and that one compiled but the animation wouldn't play in the editor
    https://i.imgur.com/vd0ZUn6.png

    not sure if I should do a source compile fo the editor or roll back a bit or something. but so far I love this tool, it's just not seemingly usable. any info I can give you to help please just ask, happy to make videos and stuff if useful.

    EDIT: ok I didn't want to just complain and be a jerk, so I did some troubleshooting.

    editor version UE4 v 4.25.2
    downloaded straight from epic launcher

    it seems dependencies get stuck sometimes. for example, if you delete a dependency and forget to remove it from other tasks it bricks the ability completely and will never compile again. but it's worth noting, sometimes this just happens. if you remove the dependencies manually and then remove the collision task for example. it MIGHT still brick. I test 10 abilities. 2 were unusable even after the correct removal of dependencies.

    parent abilities, I have a parent ability which is just blank but holds all my custom function, getting dynamic FOV and distance for example. so when I make a child it does it automatically, but if I go back to my parent's ability and change one of those functions it doesn't break the children, but the parameters returned are incorrect. I think this is why I was noticing my queries hitting units further away than it should have.

    another update! I found another issue with queries when doing a 2d query for a cone, it seems to not correctly calculate the collision. if my FOV is around 90 or so it seems fine, soon as I hit 180 or more it goes super wonky. here's a gif ( you can watch in high quality to actually read it ) but the gist is.
    i printing the distance of my query, the 3rd swing is a distance of 300, it shouldn't reach. I am 400 units from the enemy. but if I switch to a 3d collision check it works. it's not a problem now I know, but it should probably be looked at.
    Last edited by shain1234; 07-26-2020, 11:06 AM.

    Leave a comment:


  • replied
    I started to get a crash error out of nowhere saying "objects breaking disregard for GC assumptions" and haven't been able to fix it.
    Anyone knows anything about it ?
    here's some of the crash logs

    [2020.07.26-04.40.57:711][873]LogGarbage: Warning: Disregard for GC object Function /Game/Character/Abilities/CC/KnockDown.KnockDown_C:ExecuteUbergraph_KnockDown referencing AblAbilityContext /Game/Maps/Arena_Game.Arena_Game:PersistentLevel.Player_C_2147482362.AblComponent.AblAbilityContext_2147481646 which is not part of root set
    [2020.07.26-04.40.57:711][873]LogGarbage: Warning: Disregard for GC object Function /Game/Character/Abilities/CC/KnockDown.KnockDown_C:ExecuteUbergraph_KnockDown referencing AblAbilityContext /Game/Maps/Arena_Game.Arena_Game:PersistentLevel.Player_C_2147482362.AblComponent.AblAbilityContext_2147481646 which is not part of root set
    [2020.07.26-04.40.57:711][873]LogGarbage: Warning: Disregard for GC object Function /Game/Character/Abilities/CC/KnockDown.KnockDown_C:ExecuteUbergraph_KnockDown referencing Player_C /Game/Maps/Arena_Game.Arena_Game:PersistentLevel.Player_C_2147482362 which is not part of root set
    [2020.07.26-04.40.57:711][873]LogGarbage: Warning: Disregard for GC object Function /Game/Character/Abilities/CC/KnockDown.KnockDown_C:ExecuteUbergraph_KnockDown referencing Player_C /Game/Maps/Arena_Game.Arena_Game:PersistentLevel.Player_C_2147482362 which is not part of root set
    [2020.07.26-04.40.57:711][873]LogGarbage: Warning: Disregard for GC object Function /Game/Character/Abilities/CC/KnockDown.KnockDown_C:ExecuteUbergraph_KnockDown referencing Player_C /Game/Maps/Arena_Game.Arena_Game:PersistentLevel.Player_C_2147482362 which is not part of root set
    [2020.07.26-04.40.57:711][873]LogGarbage: Warning: Disregard for GC object Function /Game/Character/Abilities/CC/KnockDown.KnockDown_C:ExecuteUbergraph_KnockDown referencing Player_C /Game/Maps/Arena_Game.Arena_Game:PersistentLevel.Player_C_2147482362 which is not part of root set

    Leave a comment:


  • replied
    Originally posted by mnorris54 View Post
    I'm following your chain lighting ability tutorial to create an ability of my own. Any idea why I can't get OnCollisionEvent to do anything? Won't even print a string.

    I have all the basic settings for the collision correct, the custom filter is working properly and damage is being applied; so it is colliding with actors. Just can't modify the collision event.
    Do you have the Query Task set to Fire Event?

    Leave a comment:


  • replied
    I'm following your chain lighting ability tutorial to create an ability of my own. Any idea why I can't get OnCollisionEvent to do anything? Won't even print a string.

    I have all the basic settings for the collision correct, the custom filter is working properly and damage is being applied; so it is colliding with actors. Just can't modify the collision event.

    Leave a comment:


  • replied
    Originally posted by shain1234 View Post
    ok, sorry to bother you again ! im wondering how perhaps you might go about setting particle effects to have dynamic positioning and scaling. im scaling the size of my collisions ect based on stats but im unable to make the particle match. should i create a custom task for my needs ? or is there something i can do out of the box ?
    There currently isn't a way to dynamically change the scale of a particle. It's an easy add though so I'll see about tossing that in the next update. Dynamically changing the location however is a bit of a taller order. You may be better off making a custom task for that.

    Leave a comment:


  • replied
    ok, sorry to bother you again ! im wondering how perhaps you might go about setting particle effects to have dynamic positioning and scaling. im scaling the size of my collisions ect based on stats but im unable to make the particle match. should i create a custom task for my needs ? or is there something i can do out of the box ?

    Leave a comment:


  • replied
    Originally posted by shain1234 View Post

    i have reinstalled visual studio and ue4, everything is placed in C:/
    I also installed 4.24.3, it compiles and packages perfectly in 4.24.3 its just 4.25.2 that doesnt want to compile.

    i found the fix, i ahd to move able to my projects plugins folder, the one in the engine doesnt seem to work. heres a thread of people with the same issue specifically with 4.25.2
    https://answers.unrealengine.com/que...2901/view.html
    Interesting, I package on 4.25.2 locally with it as an engine plugin and haven't had issues (but then again I do a source build). Thanks for the heads up and glad you figured it out.

    Leave a comment:


  • replied
    Originally posted by ExtraLifeMatt View Post

    That error makes no sense. Look at Able.build.cs in the latest for 4.24 and you'll see it defined properly.

    Able.Build.cs


    I know other users have reported issues with having their projects in the User directory (there can be permission issues with UE). You may want to make your project outside of your User directory (so just on your flat C drive or what not).
    i have reinstalled visual studio and ue4, everything is placed in C:/
    I also installed 4.24.3, it compiles and packages perfectly in 4.24.3 its just 4.25.2 that doesnt want to compile.

    i found the fix, i ahd to move able to my projects plugins folder, the one in the engine doesnt seem to work. heres a thread of people with the same issue specifically with 4.25.2
    https://answers.unrealengine.com/que...2901/view.html
    Last edited by shain1234; 07-24-2020, 05:05 PM.

    Leave a comment:


  • replied
    Originally posted by ExtraLifeMatt View Post

    That error makes no sense. Look at Able.build.cs in the latest for 4.24 and you'll see it defined properly.

    Able.Build.cs


    I know other users have reported issues with having their projects in the User directory (there can be permission issues with UE). You may want to make your project outside of your User directory (so just on your flat C drive or what not).
    spoke to soon, still the same error. i uninstalled the plugin and reinstalled it and still nothing has changed, my projects are just in C:/
    im really not to sure what else it could be. might reinstall unreal in a different location or something :P

    Leave a comment:


  • replied
    Originally posted by ExtraLifeMatt View Post

    That error makes no sense. Look at Able.build.cs in the latest for 4.24 and you'll see it defined properly.

    Able.Build.cs


    I know other users have reported issues with having their projects in the User directory (there can be permission issues with UE). You may want to make your project outside of your User directory (so just on your flat C drive or what not).
    i think permissions might just be the answer, i just tried a rebuild from source and VS told me it couldnt delete the old project files. so with that and your thinking. i think it maybe cracked, will report back. thanks for your time.

    Leave a comment:


  • replied
    Originally posted by shain1234 View Post

    im using the most up to date version. I'm going to see if it's a problem with any other plugins I have enabled

    ok completely blank project again, only able enabled in the plugins. and i still get the same error, heres some extra info https://i.imgur.com/rGlM2zO.png
    That error makes no sense. Look at Able.build.cs in the latest for 4.24 and you'll see it defined properly.

    Able.Build.cs
    //...
    public class Able : ModuleRules
    //...
    I know other users have reported issues with having their projects in the User directory (there can be permission issues with UE). You may want to make your project outside of your User directory (so just on your flat C drive or what not).

    Leave a comment:


  • replied
    Originally posted by ExtraLifeMatt View Post

    What version of Able are you using? The patches are always compiled against the latest versions of the last 3 engines (so, 4.25.2, etc).
    im using the most up to date version. I'm going to see if it's a problem with any other plugins I have enabled

    ok completely blank project again, only able enabled in the plugins. and i still get the same error, heres some extra info https://i.imgur.com/rGlM2zO.png
    Last edited by shain1234; 07-24-2020, 01:08 PM.

    Leave a comment:


  • replied
    Originally posted by shain1234 View Post
    im unable to compile even a blank game with able enabled. i get this error and im not sure how to fix it, ive never touched C++ sooo most of the info i can find on it goes right over my head lol

    heres the error :
    ERROR: Expecting to find a type to be declared in a module rules named 'Able' in UE4Rules, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null. This type must derive from the 'ModuleRules' type defined by Unreal Build Tool.
    PackagingResults: Error: Expecting to find a type to be declared in a module rules named 'Able' in UE4Rules, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null. This type must derive from the 'ModuleRules' type defined by Unreal Build Tool.

    im using 4.24.2 btw, never tried to compile on 4.24.1 so not sure if its a new problem or not.
    What version of Able are you using? The patches are always compiled against the latest versions of the last 3 engines (so, 4.25.2, etc).

    Leave a comment:

Working...
X