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Able Ability System Info and Support Thread

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  • replied
    Originally posted by intoxicat3 View Post
    Can I get active tasks for active running action using Blueprints? (as far I know I can't)
    This would be nice - for example I want to show some task progress on UI. Any chance you can add support for getting tasks and time ratios of them?
    Why at the Task level and not at the Ability level? You could have 1 Ability that adds a passive ability (that does whatever task you are wanting to keep track of) and then your UI code can simply grab all Passive Abilities currently playing and grab the Ability time ratio from there.

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  • replied
    Can I get active tasks for active running action using Blueprints? (as far I know I can't)
    This would be nice - for example I want to show some task progress on UI. Any chance you can add support for getting tasks and time ratios of them?

    Matt you should seriously consider adding more support to BPs to get data more easily. (still can be const and still blueprintreadonly)
    Last edited by intoxicat3; 05-20-2019, 10:24 AM.

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  • replied
    Able v3.11 has been submitted. Notes below:

    • Fixed a crash when playing an Ability in the Editor and having Target Actors present. (h/t TVwj )
    • Fix to a crash that can happen in DebugGame / packaged projects. (h/t intoxicat3 )
    • Added a warning attempting to use a montage in Play Animation Task when set to Ability Animation Node (which doesn't support Montages).
    • Resetting the Preview Actor now preserves transformation.
    • Made the editor a bit more robust in trying to recover from Ability Components getting deleted out from under it (due to BP re-compile).

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  • replied
    Originally posted by ExtraLifeMatt View Post

    Can you give me repo steps? Just spawn a Target Actor and Play an Ability?
    Just having a target actor spawned in and playing the ability will always cause a crash.
    As in, having any target actor in the editor while playing the ability will cause a crash.
    Last edited by TVwj; 05-15-2019, 01:03 AM.

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  • replied
    Originally posted by TVwj View Post
    Adding target asset works for me now. However, I get a crash whenever I play the ability when the target asset is spawned in the editor.

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    Can you give me repo steps? Just spawn a Target Actor and Play an Ability?

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  • replied
    Adding target asset works for me now. However, I get a crash whenever I play the ability when the target asset is spawned in the editor.

    Click image for larger version

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  • replied
    Able v3.1 submitted. Notes:

    • Fixed Ability Dynamic Fields not properly binding during runtime.
    • Fixed Target Preview Assets not spawning properly.
    • Fixed Target Preview Assets not being selectable by clicking on them.
    • Hitting "Delete" on your keyboard while selecting a Target Preview Asset in the Editor will delete that instance.
    • Added "Location" Target Type which allows you to programmatically specify a 3D location in the world and pass it to a Task.
      • You'll find this option on any Location struct (e.g. Spawn Actor's Spawn Location, Play Particle Effect, Play Sound Effect, etc).
      • To pass a Target Location to your Tasks with that option you must:
        • Add a "Location" Target to your Ability (under the Target drop down, you don't need to mark your Ability as "Must Have Target").
        • Override the "Get Target Location" method in C++ or in the Ability Blueprint. This is where you would grab the mouse location or what not, by default it simply returns the location of the actor running the ability.
        • This value is passed from the Client to the Server in a networked game (as the Server has no concept of a mouse, etc), so just be aware of that. Maybe add some extra verification if needed.
        • This value is stored on the AblAbilityContext and can be grabbed in Blueprints by calling GetTargetLocation on the Context.
    • Updated Play Particle Effect / Play Sound Effect to use the internal AblTargetLocation struct so they can use the new functionality. The old fields are still there and will automatically be used if present. If you want to use the new functionality once you move things over, simply reset the deprecated fields (set the socket name to NONE, any vectors to 0.0's, etc).
    As always, thanks for your support and patience. Keep the bug reports coming.

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  • replied
    Originally posted by Demonrras View Post
    Yeah...only see VERBOSE on logs...don't show in screen
    I'd check your Able Settings (in the plugin options), there is an option in that that prevents Verbose from printing to the screen.

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  • replied
    Yeah...only see VERBOSE on logs...don't show in screen

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  • replied
    Originally posted by Demonrras View Post
    VERBOSE don't work to me...can't debug with this...it's a bug???
    Verbose for which Task? Or just in general? You should definitely see it in your Output Log at the very least.

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  • replied
    VERBOSE don't work to me...can't debug with this...it's a bug???

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  • replied
    Originally posted by OllieWilliams View Post

    Can confirm I also am getting this issue.
    Yea, It's on my list for this weekend. I'm already preparing a patch for the dynamic fields on the Ability itself not binding during runtime, so I'm going to try and squeeze in a fix for the Target Actor as well before I submit the patch this weekend.

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  • replied
    Originally posted by TVwj View Post
    I still cannot get a target asset to spawn in the editor. The output log says "LogAbleEditor: Warning: Could not load asset [name of asset]" no matter what asset I pick. I tested with multiple actors and even the same actor as the preview asset, but I still get this message.
    Can confirm I also am getting this issue.

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  • replied
    Originally posted by ExtraLifeMatt View Post
    Interesting. Any special repro steps? Or just try and spawn the Target Actor?
    Just trying to spawn the target actor.

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  • replied
    Originally posted by Knaarke View Post

    Sorry..I'm not completely able to follow you.
    What does "OnGetDynamicProperty_Cooldown" if not asking for cooldown at runtime?
    And what would be the best method to dynamically change the cooldown depending on variables from a context actor?

    Aswell thank you for your support and your willingness to help.
    It does ask for the Cooldown, but only when not in the Ability Editor. The Ability Editor purposely doesn't calculate cooldown since it doesn't use it. Like I said, I may make that an option so if you want to test your cooldown logic in the Ability Editor - you can.

    If you try your Ability when in a level or in game, you should hit your breakpoint (at least, I did).
    Originally posted by TVwj View Post
    I still cannot get a target asset to spawn in the editor. The output log says "LogAbleEditor: Warning: Could not load asset [name of asset]" no matter what asset I pick. I tested with multiple actors and even the same actor as the preview asset, but I still get this message.
    Interesting. Any special repro steps? Or just try and spawn the Target Actor?

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