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  • 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:


  • replied
    Originally posted by ExtraLifeMatt View Post
    I need to re-submit the update tonight due to a packaging error on PS4 (it's just a missing include) so I'm going to sneak in a few fixes for Pablo1517 before I re-submit.
    Great! Big thanks man ;D

    Leave a comment:


  • replied
    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???

    Leave a comment:


  • replied
    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.
    Last edited by FrozenDT; 04-14-2019, 03:52 PM.

    Leave a comment:


  • replied
    Originally posted by jwyuen View Post
    Hi Matt

    I got Perforce now thanks.
    Trying to simulate physics and all to get this to work.
    Its not doing anything as of yet but got any pointers into where to look and research?
    Thanks Jesse
    Not yet. That's the problem with Move To / Jump To is it requires that your character is setup in a particular way (has a root shape component or uses the Character Movement Component). Honestly, you have to debug and step through them to see where things are going wrong. Again, that's the problem with Character Movement in general - it's VERY case specific.

    I'm going to look into them some more now that the update is out, but for the moment I'd just avoid them entirely.

    Leave a comment:


  • replied
    Hi Matt

    I got Perforce now thanks.
    Trying to simulate physics and all to get this to work.
    Its not doing anything as of yet but got any pointers into where to look and research?
    Thanks Jesse

    Leave a comment:


  • replied
    Originally posted by jwyuen View Post
    Thanks. Btw tried updating it all to 4.22.. Didnt work and lost most of it >< cry. Still got my data tables and anims luckily so redoing it all now and make it tidier. Should of backed up.
    Gonna do bpi and ac more tidy now
    Use Perforce. Takes two seconds to setup (you can easily find tutorials all over the web) and will save you lots of heartache.

    Leave a comment:


  • replied
    Thanks. Btw tried updating it all to 4.22.. Didnt work and lost most of it >< cry. Still got my data tables and anims luckily so redoing it all now and make it tidier. Should of backed up.
    Gonna do bpi and ac more tidy now

    Leave a comment:


  • replied
    Alright, update submitted and hopefully it hits later today. Again, sorry for the issues.

    I know I'm super frustrated with this update (probably should have just taken the extra month of testing) so I can only imagine the frustration on the user end, but it does have some very good fixes and features so I ask for your patience while we hammer these things out.

    Leave a comment:

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