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  • replied
    Originally posted by OllieWilliams View Post

    No problem. I'll make a new project for this because my Content folder is 60 GB atm. Will upload to you once I repro.
    Awesome. Much appreciated.

    Leave a comment:


  • replied
    Originally posted by ExtraLifeMatt View Post

    If possible, are you able to upload your project (using that same link you uploaded the ability to)? That will give me the best repro and help narrow things down. You can just zip up your project file (skip the binaries folder, Source/Config/Content and the uproject are all I need).

    The upload is secure and I treat all projects with the utmost secrecy and privacy.
    No problem. I'll make a new project for this because my Content folder is 60 GB atm. Will upload to you once I repro.

    Leave a comment:


  • replied
    Originally posted by OllieWilliams View Post

    Yes, the actor I originally selected was a character blueprint I had created. It has a camera, capsule, animation BP and mesh.

    When I created the first ability in this new project, I was prompted to select an asset type and then specify which asset as the preview one, like in the past versions. I selected that character BP. From then on, regardless of what I attempt, that specific character remains on screen. Even when I specify no assets in the editor settings, or refresh from the top menu element. That asset that is shown I cannot select or move or rotate in any way as well.

    The crash happens when I load the project with these abilities in the content folder of the project.
    If possible, are you able to upload your project (using that same link you uploaded the ability to)? That will give me the best repro and help narrow things down. You can just zip up your project file (skip the binaries folder, Source/Config/Content and the uproject are all I need).

    The upload is secure and I treat all projects with the utmost secrecy and privacy.

    Leave a comment:


  • replied
    Originally posted by ExtraLifeMatt View Post

    Gotcha. I'll have access to 4.22 tonight, so I'll check then.

    I ran things real quick on 4.20 and things seem to work fine with the Preview Asset. Refresh works, etc.

    Does the Actor you are trying to use actually have a shape component on them (capsule, sphere, etc)? And once you click on an entity, you need to use W/R/T to change to Translation, Rotation, Scale. I'll make it default to translation upon picking an actor to make that a bit more transparent.
    Yes, the actor I originally selected was a character blueprint I had created. It has a camera, capsule, animation BP and mesh.

    When I created the first ability in this new project, I was prompted to select an asset type and then specify which asset as the preview one, like in the past versions. I selected that character BP. From then on, regardless of what I attempt, that specific character remains on screen. Even when I specify no assets in the editor settings, or refresh from the top menu element. That asset that is shown I cannot select or move or rotate in any way as well.

    The crash happens when I load the project with these abilities in the content folder of the project.

    Leave a comment:


  • replied
    Originally posted by jhirsh View Post
    Potentially related to OllieWilliams issue. After I updated the plugin, my preview asset no longer functioned. It was stuck on a skeletal mesh that wouldn't display. Attempts to adjust it in editor settings didn't work at first. I had to open the Editor Settings tab, add the class I wanted to use then select it in the preview asset. At this point my editor crashed, when i loaded it back in all seems to be functioning as expected. Engine version: 4.21.2
    Weird. Maybe that's the key, changing it through the Editor settings. I'll give that a shot.

    Leave a comment:


  • replied
    Potentially related to OllieWilliams issue. After I updated the plugin, my preview asset no longer functioned. It was stuck on a skeletal mesh that wouldn't display. Attempts to adjust it in editor settings didn't work at first. I had to open the Editor Settings tab, add the class I wanted to use then select it in the preview asset. At this point my editor crashed, when i loaded it back in all seems to be functioning as expected. Engine version: 4.21.2

    Leave a comment:


  • replied
    Originally posted by OllieWilliams View Post

    This is on UE4.22
    Gotcha. I'll have access to 4.22 tonight, so I'll check then.

    I ran things real quick on 4.20 and things seem to work fine with the Preview Asset. Refresh works, etc.

    Does the Actor you are trying to use actually have a shape component on them (capsule, sphere, etc)? And once you click on an entity, you need to use W/R/T to change to Translation, Rotation, Scale. I'll make it default to translation upon picking an actor to make that a bit more transparent.

    Leave a comment:


  • replied
    Originally posted by ExtraLifeMatt View Post

    Thanks, I've grabbed that file and I'm going to start investigating. What Engine version btw?
    This is on UE4.22

    Leave a comment:


  • replied
    Originally posted by OllieWilliams View Post

    Thank you for the reply.

    For the ability, I have reproduced this both with a blank ability and one with a couple of tasks in it. I uploaded one of them for you. My workaround right now is to move the ability files outside of the project, launch the editor, and paste them back in. Although this works for now, I have to re-link them in my character blueprint variables.

    For the preview asset, I have a sneaking suspicion that this is what is causing the above to happen with the crash. I have tried clearing it in the following ways:
    1- Reset Preview button.
    2- Selecting the dropdown where the preview asset is, and selecting "None". I
    3- Going to editor settings and removing the list of allowed preview assets, then repeating any of 1 or 2.

    I have also tried reinstalling the plugin, deleting the abilities, and remaking them. In this instance, what happened was the editor loaded and asked me to select a type as a preview asset, but after selecting a completely different asset, the original asset that was stuck in the preview window was still there.

    Let me know if you need more info.

    Thanks

    Edit: Forgot to mention that the preview asset I have on screen cannot be interacted with. ie: It does not move when animation task is set, I can't select it to move it around, etc. It's just visible.
    Thanks, I've grabbed that file and I'm going to start investigating. What Engine version btw?

    Leave a comment:


  • replied
    Originally posted by ExtraLifeMatt View Post

    Is there anything created in the Ability? Or is it just blank? If possible, can you make an Ability that shows this behavior and upload it here?

    For the Preview Asset, you should just be able to hit the Reset Preview Asset button. You can also directly set it via the Ability Editor Settings (and then either re-launch the Ability Editor, or hit the Reset Preview Asset button).
    Thank you for the reply.

    For the ability, I have reproduced this both with a blank ability and one with a couple of tasks in it. I uploaded one of them for you. My workaround right now is to move the ability files outside of the project, launch the editor, and paste them back in. Although this works for now, I have to re-link them in my character blueprint variables.

    For the preview asset, I have a sneaking suspicion that this is what is causing the above to happen with the crash. I have tried clearing it in the following ways:
    1- Reset Preview button.
    2- Selecting the dropdown where the preview asset is, and selecting "None". I
    3- Going to editor settings and removing the list of allowed preview assets, then repeating any of 1 or 2.

    I have also tried reinstalling the plugin, deleting the abilities, and remaking them. In this instance, what happened was the editor loaded and asked me to select a type as a preview asset, but after selecting a completely different asset, the original asset that was stuck in the preview window was still there.

    Let me know if you need more info.

    Thanks

    Edit: Forgot to mention that the preview asset I have on screen cannot be interacted with. ie: It does not move when animation task is set, I can't select it to move it around, etc. It's just visible.
    Last edited by OllieWilliams; 04-17-2019, 10:27 AM.

    Leave a comment:


  • replied
    Originally posted by OllieWilliams View Post
    Hi,

    I'm getting a fairly consistent issue when using this system. After I create a blueprint ability based on AbleAbility, save and quit. My editor crashes without fail on each subsequent launch. I can only resolve the issue if I go into the file system, and delete the Able Ability I created. Here is the log:

    UE4Editor_UnrealEd!FBlueprintEditorUtils::IsDataOnlyBlueprint() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\kismet2\blueprinteditorutils.cpp:3114]
    UE4Editor_Kismet!FBlueprintCompilationManagerImpl::FlushCompilationQueueImpl() [d:\build\++ue4\sync\engine\source\editor\kismet\private\blueprintcompilationmanager.cpp:485]
    UE4Editor_Kismet!FBlueprintCompilationManager::FlushCompilationQueue() [d:\build\++ue4\sync\engine\source\editor\kismet\private\blueprintcompilationmanager.cpp:2554]
    UE4Editor_Engine!UBlueprintGeneratedClass::ConditionalRecompileClass() [d:\build\++ue4\sync\engine\source\runtime\engine\private\blueprintgeneratedclass.cpp:234]

    Maybe related, I cannot clear the Preview Asset after I have selected one. No matter what I do it stays in the view. Any way I can work around these things?

    Thanks.
    Is there anything created in the Ability? Or is it just blank? If possible, can you make an Ability that shows this behavior and upload it here?

    For the Preview Asset, you should just be able to hit the Reset Preview Asset button. You can also directly set it via the Ability Editor Settings (and then either re-launch the Ability Editor, or hit the Reset Preview Asset button).
    Last edited by ExtraLifeMatt; 04-17-2019, 10:00 AM.

    Leave a comment:


  • replied
    Originally posted by FrozenDT View Post


    yes that is correct. but the return node does not work at all. In the graph the branch node is null, and will not play any animation unless i set an ability to branch to directly. the binding, even if set directly in the return node does not work. The timeline only reads the static value it will not read any return node.

    http://prntscr.com/ncwz0f - Bound Ability Branch Blueprint
    http://prntscr.com/ncwz8s - Timeline
    Thanks for the additional details, I'll dig into that.

    Leave a comment:


  • replied
    Originally posted by ExtraLifeMatt View Post

    Can you elaborate? If you are using a binding on the Branch Ability, the Ability you return from OnGetDynamicProperty_Ability will be the one that should be branched to.

    yes that is correct. but the return node does not work at all. In the graph the branch node is null, and will not play any animation unless i set an ability to branch to directly. the binding, even if set directly in the return node does not work. The timeline only reads the static value it will not read any return node.

    http://prntscr.com/ncwz0f - Bound Ability Branch Blueprint
    http://prntscr.com/ncwz8s - Timeline
    Last edited by FrozenDT; 04-16-2019, 05:35 PM.

    Leave a comment:


  • replied
    Hi,

    I'm getting a fairly consistent issue when using this system. After I create a blueprint ability based on AbleAbility, save and quit. My editor crashes without fail on each subsequent launch. I can only resolve the issue if I go into the file system, and delete the Able Ability I created. Here is the log:

    UE4Editor_UnrealEd!FBlueprintEditorUtils::IsDataOnlyBlueprint() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\kismet2\blueprinteditorutils.cpp:3114]
    UE4Editor_Kismet!FBlueprintCompilationManagerImpl::FlushCompilationQueueImpl() [d:\build\++ue4\sync\engine\source\editor\kismet\private\blueprintcompilationmanager.cpp:485]
    UE4Editor_Kismet!FBlueprintCompilationManager::FlushCompilationQueue() [d:\build\++ue4\sync\engine\source\editor\kismet\private\blueprintcompilationmanager.cpp:2554]
    UE4Editor_Engine!UBlueprintGeneratedClass::ConditionalRecompileClass() [d:\build\++ue4\sync\engine\source\runtime\engine\private\blueprintgeneratedclass.cpp:234]

    Maybe related, I cannot clear the Preview Asset after I have selected one. No matter what I do it stays in the view. Any way I can work around these things?

    Thanks.

    Leave a comment:


  • replied
    Originally posted by FrozenDT View Post
    I am trying to create a binding for the branch ability. when I hit the plus button to create a new binding, it creates a new function "OnGetDyanamicProperty_Ability". it doesnt seem to set the next branch ability at all. http://prntscr.com/nbw01c this doesnt work for some reason.
    edit: I realize after reading the rest of the posts i should wait for the update to hit first.
    Can you elaborate? If you are using a binding on the Branch Ability, the Ability you return from OnGetDynamicProperty_Ability will be the one that should be branched to.

    Originally posted by Demonrras View Post
    Hey...I want to buy you plugin but before I do this I want to get sure that this will solve my problem...

    My problem:
    When I try to do an SPRINTING using Left Shift or other key > Client call an RPC to the server > Change the MaxWalk Speed and active p.NetShowCorrections 1...I see a lot of errors and movement corrections...

    With your plugin I can do a sprinting in networking game like https://www.youtube.com/watch?v=ItfAFXGnBhE without need to use C++???
    What the diferrence of your plugin and the Gameplay Ability System from UE4???
    Able was written as an alternative to GAS (because GAS at the time had almost no documentation and the editor wasn't meeting my needs). As for the rest of your question,it's hard to say. You can definitely create a Custom Task that simply modifies the character's max speed on the server/client (no RPC necessary) - but Able has no effect on your character movement code and how it handles corrections.

    Leave a comment:

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