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  • replied
    Trying to do this tip above...I found a crash problem (like image below)....When I play animation with able plugin in multiplayer project...always got this crash error...I remove animation of able ability and all goes well.

    The same error occour on builted engine in 4.23.1.

    I can submit logs if you need...
    Attached Files

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  • replied
    Originally posted by Demonrras View Post

    Can you pls make some prints to show this?
    Targeting -> Custom Targeting

    Then in your Ability Blueprint, override "Find Targets" (CustomTargetingFindTargetsBP), that has an array parameter named Found Targets. Any actors added to that array are added to the context.

    Leave a comment:


  • replied
    Able v3.20 has been submitted. Notes below.

     
    Spoiler


    As always, please continue reporting feedback and let me know if you have any issues.

    I'm working with my artist buddy to do a pass on the Able documentation / Store page, so expect changes to that as soon as we nail down a plan (hopefully sooner rather than later).

    Leave a comment:


  • replied
    Originally posted by ExtraLifeMatt View Post

    You would want to do that through the Custom Targeting on either your query or the Ability itself. You can return a list of actors that way and it'll get added to the context.
    Can you pls make some prints to show this?

    Leave a comment:


  • replied
    Originally posted by Demonrras View Post
    I do the trace in my character BP to make this more easly...and call this function on client side of CustonEvent on Ability.
    Now, how I can add targets of trace to my context ability?
    You would want to do that through the Custom Targeting on either your query or the Ability itself. You can return a list of actors that way and it'll get added to the context.

    Leave a comment:


  • replied
    I do the trace in my character BP to make this more easly...and call this function on client side of CustonEvent on Ability.
    Now, how I can add targets of trace to my context ability?
    Last edited by Demonrras; 11-01-2019, 09:40 PM.

    Leave a comment:


  • replied
    Originally posted by ExtraLifeMatt View Post

    No, that's not inherently supported by Able. You'd need to create your own task that does all the tracing and find the closest impacted bone.
    ok tks for the answer.

    Leave a comment:


  • replied
    Originally posted by Demonrras View Post
    Hi,

    Your plugin permit implement something like that with a melee punch or a sword slice????

    https://www.youtube.com/watch?v=8LPXig6cdSA

    I wanna try to add physics hit reaction like the video above in multiplayer. This detect where on physical body the collision are made and calculate damage using this location...
    No, that's not inherently supported by Able. You'd need to create your own task that does all the tracing and find the closest impacted bone.

    Leave a comment:


  • replied
    Hi,

    Your plugin permit implement something like that with a melee punch or a sword slice????

    https://www.youtube.com/watch?v=8LPXig6cdSA

    I wanna try to add physics hit reaction like the video above in multiplayer. This detect where on physical body the collision are made and calculate damage using this location...
    Last edited by Demonrras; 10-31-2019, 08:52 AM.

    Leave a comment:


  • replied
    Originally posted by Demonrras View Post

    OnAbilityStart and End works well.
    My problem is the collision query...this don't hit world dinamic. I do a simples test with linetraceForObjects with object type of world dinamics and collision of my actor it's ok.
    When I do my ability to collision query on pawn type works well. World Dynamics are failing...So, I'm doing a separate linetrace after activate the ability. it's badly done and I wanna to make this right with your plugin.
    If it works on Pawns but not World Dynamics then it has to be that geometry isn't setup to enable overlaps (which would be why ray casts work). Make sure your building or what not is setup like they have it here:

    https://docs.unrealengine.com/en-US/...eoverlapevents

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  • replied
    Originally posted by ExtraLifeMatt View Post

    The feedback or support emails (feedback [at] extralifestudios.com / support [at] extralifestudios.com) are the best ways to reach me. As for your issues, OnCollisionEvent will only be called IF the collision actually occurs. If you aren't seeing it happen - then likely either your wall or your collision settings (channels) aren't setup properly and the collision isn't registering in the engine. For example, make sure your Enable Collision Queries / etc on your building.

    If you turn on "Verbose" for the Query task, it'll tell you exactly how many results it got back from the physics scene and what was removed due to filtering, etc.

    I was testing OnAbilityStart last night so I'm shocked that it doesn't work for you. Did you check the Output window to see if it got dropped out there?

    Putting the final touches on Able v3.20 which adds some really fun new stuff (thanks to JSwigart and team) as well as some requested features from users. I'll take a double check on OnAbilityStart/End tonight to make sure nothing broke there and I'll get this submitted to Epic.
    OnAbilityStart and End works well.
    My problem is the collision query...this don't hit world dinamic. I do a simples test with linetraceForObjects with object type of world dinamics and collision of my actor it's ok.
    When I do my ability to collision query on pawn type works well. World Dynamics are failing...So, I'm doing a separate linetrace after activate the ability. it's badly done and I wanna to make this right with your plugin.
    Attached Files
    Last edited by Demonrras; 10-28-2019, 10:06 AM.

    Leave a comment:


  • replied
    Originally posted by Demonrras View Post
    Do you have any discord, or other social live contact?
    The feedback or support emails (feedback [at] extralifestudios.com / support [at] extralifestudios.com) are the best ways to reach me. As for your issues, OnCollisionEvent will only be called IF the collision actually occurs. If you aren't seeing it happen - then likely either your wall or your collision settings (channels) aren't setup properly and the collision isn't registering in the engine. For example, make sure your Enable Collision Queries / etc on your building.

    If you turn on "Verbose" for the Query task, it'll tell you exactly how many results it got back from the physics scene and what was removed due to filtering, etc.

    I was testing OnAbilityStart last night so I'm shocked that it doesn't work for you. Did you check the Output window to see if it got dropped out there?

    Putting the final touches on Able v3.20 which adds some really fun new stuff (thanks to JSwigart and team) as well as some requested features from users. I'll take a double check on OnAbilityStart/End tonight to make sure nothing broke there and I'll get this submitted to Epic.

    Leave a comment:


  • replied
    Do you have any discord, or other social live contact?

    Leave a comment:


  • replied
    All this buttons also are not working...
    Attached Files

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  • replied
    I found a problem...
    I trying to make a ability that collide with dinamic mesh to make damage to my buildings but, the collision query don't work with dinamic mesh.
    When I try to fire a event to see whats go on, the fire event OnCollisionEvent don't work.
    Attached Files

    Leave a comment:

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