Originally posted by ExtraLifeMatt
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Able Ability System Info and Support Thread
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Thanks for update, I can get v2.1 now, the update is awosome! Here, I report PlayAnimation bug again. Because we are ACT Game, so, I really need montage, but Able's PlayAnimation can't switch smoothly from one montage to another montage (Your <simple combo ability> tutorial also not smoothly). I try to fix it in souce code, but i failed. Now, I use custom event like below picture, it will play smoothly.
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Originally posted by George.Xiao View PostThanks for update, I can get v2.1 now, the update is awosome! Here, I report PlayAnimation bug again. Because we are ACT Game, so, I really need montage, but Able's PlayAnimation can't switch smoothly from one montage to another montage (Your <simple combo ability> tutorial also not smoothly). I try to fix it in souce code, but i failed. Now, I use custom event like below picture, it will play smoothly.
Able Ability System - A high performance, robust ability system for UE4. Now Available!
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Any chance to make EAblAbilityStartResult CanAbilityExecute(UAblAbilityContext& Context) const; virtual?
I have my custom Ability and would like to override basic functionality.How to create first person shooter game from scratch. Lots of tutorials: http://www.shootertutorial.com - celebrating 50th Tutorial!
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Originally posted by intoxicat3 View PostAny chance to make EAblAbilityStartResult CanAbilityExecute(UAblAbilityContext& Context) const; virtual?
I have my custom Ability and would like to override basic functionality.Able Ability System - A high performance, robust ability system for UE4. Now Available!
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Yes I know but I would like to override it in C++ not Blueprints. The same goes for AbilityStarted/Ended/Interupted etc I have changed it to virtual by my self and it doesn't causing any issues for now but I don't like to make this change with every update.
Please be aware that some of users are using C++ instead of Blueprints to have necessary references in C++. Basically with UAblAbility there aren't any virtual C++ functions that can be override and you can imagine that OnStart/End are the most important and I needed to create this functionality by my own in AbilityInstance (just call my virtual functions before Blueprint event)Last edited by intoxicat3; 12-13-2017, 12:30 PM.How to create first person shooter game from scratch. Lots of tutorials: http://www.shootertutorial.com - celebrating 50th Tutorial!
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Originally posted by intoxicat3 View PostYes I know but I would like to override it in C++ not Blueprints. The same goes for AbilityStarted/Ended/Interupted etc I have changed it to virtual by my self and it doesn't causing any issues for now but I don't like to make this change with every update.
Please be aware that some of users are using C++ instead of Blueprints to have necessary references in C++. Basically with UAblAbility there aren't any virtual C++ functions that can be override and you can imagine that OnStart/End are the most important and I needed to create this functionality by my own in AbilityInstance (just call my virtual functions before Blueprint event)
I'll make a pass to toss virtual on everything that makes sense this weekend for the next update.Able Ability System - A high performance, robust ability system for UE4. Now Available!
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Thanks - basically having those virtual functions would be great! Start/End/Interrupt. Shouldn't be hard to do. I'm not doing pure C++ - just don't want to have cross references (BP vs C++) so most of my core stuff is in C++, blueprints are for configuration and adding task only. I'm using UE for years and BP can mess a lot.
btw: feature request: https://i.imgur.com/QGoH9dN.png It would be great to put some custom nodes which require world context objects as I can have one. For now I need to create c++ task to create user widget.How to create first person shooter game from scratch. Lots of tutorials: http://www.shootertutorial.com - celebrating 50th Tutorial!
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Originally posted by intoxicat3 View PostThanks - basically having those virtual functions would be great! Start/End/Interrupt. Shouldn't be hard to do. I'm not doing pure C++ - just don't want to have cross references (BP vs C++) so most of my core stuff is in C++, blueprints are for configuration and adding task only. I'm using UE for years and BP can mess a lot.
btw: feature request: https://i.imgur.com/QGoH9dN.png It would be great to put some custom nodes which require world context objects as I can have one. For now I need to create c++ task to create user widget.Able Ability System - A high performance, robust ability system for UE4. Now Available!
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I will try.
I'm not sure 100% but this node hides World Context Objects (which is usually hidden for latent functions for example) which is normally visible when trying put this node in UObject Blueprint (which doesn't have world context objects - only Actor Blueprint have) but not in your Ability Blueprint. (and yours is UObject as well) Maybe something need to be added to UCLASS or there is some hidden GetWorldContextObject() function for Blueprint class which will work with this node. My future request is to be able to put this node into Ability Blueprint there might be other like this which won't work in Abl Blueprints.How to create first person shooter game from scratch. Lots of tutorials: http://www.shootertutorial.com - celebrating 50th Tutorial!
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Originally posted by intoxicat3 View PostI will try.
I'm not sure 100% but this node hides World Context Objects (which is usually hidden for latent functions for example) which is normally visible when trying put this node in UObject Blueprint (which doesn't have world context objects - only Actor Blueprint have) but not in your Ability Blueprint. (and yours is UObject as well) Maybe something need to be added to UCLASS or there is some hidden GetWorldContextObject() function for Blueprint class which will work with this node. My future request is to be able to put this node into Ability Blueprint there might be other like this which won't work in Abl Blueprints.
If you want to try it locally, add this:
Code:UFUNCTION(Blah, meta=(WorldContext="WorldContextObject", CallableWithoutWorldContext))
Able Ability System - A high performance, robust ability system for UE4. Now Available!
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Speaking of C++ I just started looking into using Able in a C++ based project, but I am having trouble setting up Build.cs to properly reference the plugin. I think it ought to be really simple, but I can't find any good docs or information on exactly the include paths to use. Do you mind posting the relevant part of your Build.cs intoxicat3?
If you're going to spend a little time working on the C++ interface ExtraLifeMatt, it might be helpful to setup an example project based on one of Epic's C++ templates. It would be a good way to test the interface too.
EDIT: OK I figured out that I needed to include the AbleCore module, not Able. Here's what I have in the Build.cs file now in case someone stumbles upon this thread looking for the information:
Code:PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "HeadMountedDisplay", "AbleCore" }); PublicIncludePaths.AddRange(new string[] { "AbleCore/Classes" });
Last edited by ophi42; 12-14-2017, 02:16 AM.
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Found a bug:
https://i.imgur.com/XzstzOf.png
If you use such filters in Collision Query it will filter everything by RogalPlayerCharacter not keeping another negate filter: RogalFriendlyAICharacter. It should negate filter both of them not only first one.How to create first person shooter game from scratch. Lots of tutorials: http://www.shootertutorial.com - celebrating 50th Tutorial!
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So this is an odd thing that happens when I have an ability animation set to "Single Node" play settings.
When I go to view in the AnimGraph, I see in the debug filter that there are several instances of the AnimBP, one for each time I used the ability in game:
Not sure what the deal is, perhaps this is expected behavior, but this makes debugging other things though if I have to go and select the new instance everytime I execute the ability, this doesn't happen when I choose any other setting.
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Originally posted by intoxicat3 View PostFound a bug:
https://i.imgur.com/XzstzOf.png
If you use such filters in Collision Query it will filter everything by RogalPlayerCharacter not keeping another negate filter: RogalFriendlyAICharacter. It should negate filter both of them not only first one.
Originally posted by Aumaan Anubis View PostSo this is an odd thing that happens when I have an ability animation set to "Single Node" play settings.
When I go to view in the AnimGraph, I see in the debug filter that there are several instances of the AnimBP, one for each time I used the ability in game:
Not sure what the deal is, perhaps this is expected behavior, but this makes debugging other things though if I have to go and select the new instance everytime I execute the ability, this doesn't happen when I choose any other setting.
EDIT: Able v2.11 submitted, this adds an option to scale Animations with Ability Play Rate. Pretty small update, but I deemed the other things (more virtual functions, possibly exposing the World Context object on all BP calls) too risky at the moment. Going to hammer on them some more through the Holidays before I push them out.Last edited by ExtraLifeMatt; 12-17-2017, 05:38 PM.Able Ability System - A high performance, robust ability system for UE4. Now Available!
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