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    Hey ExtraLifeMatt

    Not sure if I'm doing something wrong or if my animation system is yet again screwing with things (good ol' Locomotion System), but the box collision query seems to change size randomly in different rotations, any ideas?
    Lead Developer of Blades of Orterra | Facebook | Twitter | Official Website

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      Originally posted by CrimsonWingzz View Post
      Hey ExtraLifeMatt

      Not sure if I'm doing something wrong or if my animation system is yet again screwing with things (good ol' Locomotion System), but the box collision query seems to change size randomly in different rotations, any ideas?
      Do you have the Query using the socket rotation?
      Able Ability System - A high performance, robust ability system for UE4. Now Available!

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        Originally posted by ExtraLifeMatt View Post

        Do you have the Query using the socket rotation?
        Yes, I do indeed. I'm not sure if my root bone is getting screwed up, I also tried my root foot IK, sadly it seems to be the same issue, I can grab a few gifs/screenshots if you like for visual representation.
        Lead Developer of Blades of Orterra | Facebook | Twitter | Official Website

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          Originally posted by CrimsonWingzz View Post

          Yes, I do indeed. I'm not sure if my root bone is getting screwed up, I also tried my root foot IK, sadly it seems to be the same issue, I can grab a few gifs/screenshots if you like for visual representation.
          That may help. How are you visualizing the query? Just turning on "Show Collision Queries" in the Ability editor?
          Able Ability System - A high performance, robust ability system for UE4. Now Available!

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            Originally posted by ExtraLifeMatt View Post

            That may help. How are you visualizing the query? Just turning on "Show Collision Queries" in the Ability editor?
            I'm doing the console command "Able.DrawQueryDebug 1", not sure if that's the correct way of doing it; let me get you a quick gif, I'm doing a different route using raycasts from the weapon, but it definitely could be good to look into the box collision query issue just in case if I or other developers need it in the future.
            Lead Developer of Blades of Orterra | Facebook | Twitter | Official Website

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              Alright, here's the gif, I took it in Gyazo so I apologize for any frame stutters: https://i.gyazo.com/00ed3e0f3f80a0f8...d7892a1e32.gif
              Lead Developer of Blades of Orterra | Facebook | Twitter | Official Website

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                Originally posted by CrimsonWingzz View Post
                Alright, here's the gif, I took it in Gyazo so I apologize for any frame stutters: https://i.gyazo.com/00ed3e0f3f80a0f8...d7892a1e32.gif
                Hmm, the rotation looks correct, it's just the extents are getting changed... I'll dig into this and let you know what I find.
                Able Ability System - A high performance, robust ability system for UE4. Now Available!

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                  I have a question.
                  I find a bug(mybe not a bug), in "UAblAbilityInstance::AddAdditionalTargets" this function i changed it like this "if (!UniqueEntries/*CurrentTargets*/.Contains(Target))", because CurrentTargets always empty, this will cause got same target multi-times.

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                    I have another question.
                    I find a bug(mybe not a bug), "UAblCollisionFilterSelf::Filter" this function's implement have some problem, you may not use "break;" imidately, because "InOutArray" always contains self actor not just one but many

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                      Thanks this plugin,could i add custom node like "turn to" by blueprint class like UE4 animnotiy node?
                      like this image
                      Attached Files

                      Comment


                        Thanks this plugin,could i add custom node like "turn to" by blueprint class like UE4 animnotiy node?
                        like this image
                        Attached Files

                        Comment


                          Originally posted by George.Xiao View Post
                          I have a question.
                          I find a bug(mybe not a bug), in "UAblAbilityInstance::AddAdditionalTargets" this function i changed it like this "if (!UniqueEntries/*CurrentTargets*/.Contains(Target))", because CurrentTargets always empty, this will cause got same target multi-times.
                          Yea, this is fixed in my next update. I'm just looking at one more issue before I push it out. Thanks for reporting this though. I'll also look at FilterSelf before I push the next update as well.

                          shadowkami


                          Unfortunately I don't have a 100% Blueprint base class you could use to add new Tasks. It's certainly do-able though... I'll look at adding that in the next update.
                          Able Ability System - A high performance, robust ability system for UE4. Now Available!

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                            I open the CE1_Shooter project,And I fix Rocketlauncher "SpawnActor" node ,and fix it Owner "self" to "Owner", and i open Explode and add "CustomEvent" Node,i try print this abl Context "GetOwner",it always print "Rocket",not Character.it's onwer's owner print "FirstPersonCharacter'. Is it a bug?

                            _________________________________
                            sorry ,my mistake,this owner is Context's Owner,not actor.
                            Last edited by shadowkami; 11-28-2017, 10:27 PM.

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                              Hello, I found another bug again(I'm George.Xiao). When i delete a task which is dependenced by other task, other task will never fire during runtime. I modify it like this.

                              Comment


                                Originally posted by shadowkami View Post
                                I open the CE1_Shooter project,And I fix Rocketlauncher "SpawnActor" node ,and fix it Owner "self" to "Owner", and i open Explode and add "CustomEvent" Node,i try print this abl Context "GetOwner",it always print "Rocket",not Character.it's onwer's owner print "FirstPersonCharacter'. Is it a bug?

                                _________________________________
                                sorry ,my mistake,this owner is Context's Owner,not actor.
                                So I assume you got things all figured out?
                                Able Ability System - A high performance, robust ability system for UE4. Now Available!

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