Originally posted by ExtraLifeMatt
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Originally posted by CrimsonWingzz View PostHey ExtraLifeMatt
I've been having a few errors whilst playing in Standalone play (in fact it won't launch) and trying to do 'Launch Game' by right-clicking on my .uproject, however, I noticed after trying to load in, I got a lot of errors with the AbleEditor, do you have any possible solutions for this or if it's on a page that I can be referred to?
Code:[2017.11.15-17.59.31:794][384]LogUObjectGlobals: Warning: Failed to load '/Script/AbleEditor': Can't find file for asset '/Script/AbleEditor' while loading NULL. [2017.11.15-17.59.31:794][384]LogLinker: Warning: Can't find file '/Script/AbleEditor'
I might have a few other things that I need assistance with but this is the most important issue at the moment.
Originally posted by ExtraLifeMatt View Post
I've seen that previously in a super old version of Able but it was solved by loading Able earlier during engine start up - however, stand alone is a special flower from what I've discovered so it may not be behaving with that.
What version are you running? Also, that wouldn't prevent you from launching so likely your issue is elsewhere, but I'd be curious to see if Abilities work once you get it running despite those warnings.
Hey,
because of some Multiplayer setting I've got to test my project in Standalone but I'm getting pretty much the same Problem as "CrimsonWingzz" had.
I've tried some things without greater results.
My Log including my Abilitys made with AbleEditor:
Code:... LoadErrors: Failed to load /Game/Blueprints/Weapons/AbleSpellDMG.AbleSpellDMG_C Referenced by PackageMetaData LogUObjectGlobals: Warning: Failed to load '/Script/AbleEditor': Can't find file for asset '/Script/AbleEditor' while loading NULL. LogLinker: Warning: Can't find file '/Script/AbleEditor' LoadErrors: Failed to load /Script/AbleEditor.AblAbilityGraph Referenced by PackageMetaData LogUObjectGlobals: Warning: Failed to load '/Script/AbleEditor': Can't find file '/Script/AbleEditor' LogLinker: Warning: Can't find file for asset '/Script/AbleEditor' while loading NULL. LoadErrors: Failed to load /Script/AbleEditor.AblAbilityGraph Referenced by PackageMetaData LogUObjectGlobals: Warning: Failed to load '/Script/AbleEditor': Can't find file for asset '/Script/AbleEditor' while loading NULL. LogWindows: Error: === Critical error: === LogWindows: Error: LogWindows: Error: Fatal error! LogWindows: Error: LogWindows: Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000060 LogWindows: Error: LogWindows: Error: [Callstack] 0x00000000D6A3694A UE4Editor-Engine.dll!UnknownFunction [] LogWindows: Error: [Callstack] 0x00000000D367BA16 UE4Editor-UnrealEd.dll!UnknownFunction [] LogWindows: Error: [Callstack] 0x00000000D367E9BC UE4Editor-UnrealEd.dll!UnknownFunction [] LogWindows: Error: [Callstack] 0x00000000D670CA70 UE4Editor-Engine.dll!UnknownFunction [] LogWindows: Error: [Callstack] 0x00000000D0DAC2E7 UE4Editor-BlueprintGraph.dll!UnknownFunction [] LogWindows: Error: [Callstack] 0x00000000D0E89F13 UE4Editor-BlueprintGraph.dll!UnknownFunction [] LogWindows: Error: [Callstack] 0x00000000D9AA4A00 UE4Editor-CoreUObject.dll!UnknownFunction [] LogWindows: Error: [Callstack] 0x00000000D67045A0 UE4Editor-Engine.dll!UnknownFunction [] LogWindows: Error: [Callstack] 0x00000000D67046E6 UE4Editor-Engine.dll!UnknownFunction [] LogWindows: Error: [Callstack] 0x00000000D67046F2 UE4Editor-Engine.dll!UnknownFunction [] LogWindows: Error: [Callstack] 0x00000000D672317B UE4Editor-Engine.dll!UnknownFunction [] LogWindows: Error: [Callstack] 0x00000000D992FD45 UE4Editor-CoreUObject.dll!UnknownFunction [] LogWindows: Error: [Callstack] 0x00000000D9907A63 UE4Editor-CoreUObject.dll!UnknownFunction []
After that I simply just deleted my selfmade Abilitys Folder to check if it works..and yeah it starts in Standalone
with the following Log (which I think are mostly because of the now missing references):
Code:LogLinker: Warning: Can't find file '/Script/AbleCore' LoadErrors: Failed to load /Script/AbleCore.EAblAbilityStartResult Referenced by CallFunc_ActivateAbility_ReturnValue LogUObjectGlobals: Warning: Failed to load '/Script/AbleCore': Can't find file '/Script/AbleCore' LogLinker: Warning: Can't find file for asset '/Script/AbleCore' while loading NULL. LoadErrors: Failed to load /Script/AbleCore.EAblAbilityStartResult Referenced by CallFunc_ActivateAbility_ReturnValue LogUObjectGlobals: Warning: Failed to load '/Script/AbleCore': Can't find file for asset '/Script/AbleCore' while loading NULL. LogLinker: Warning: Can't find file '/Script/AbleCore' ...
Back then you answered, that the Version could be the problem. Could it be that switchting to newer Versions with my Project got me this error.
Right now I'm running UE4 4.18.2 and the newest MP Version of AbleAbilitySystems.
I'm grateful for every tip and help.
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George.Xiao not sure I follow, but I'll check your change out.
Knaarke So that crash is due to some funkiness when recompiling the Blueprint that causes nullptrs in the Blueprint Graphs when the game launches in standalone via the Editor. It's a one line fix (I've reported it to Epic a few weeks back - but then the Holidays hit), so if you don't mind editing Engine code - I can give you the fix.
Able Ability System - A high performance, robust ability system for UE4. Now Available!
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Originally posted by ExtraLifeMatt View PostKnaarke So that crash is due to some funkiness when recompiling the Blueprint that causes nullptrs in the Blueprint Graphs when the game launches in standalone via the Editor. It's a one line fix (I've reported it to Epic a few weeks back - but then the Holidays hit), so if you don't mind editing Engine code - I can give you the fix.
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Play Animation Node,i set this Play Rate from 1.0 to 2.0,but this Timing End Time contrary,it elongate! This change it from 2 to 4,Right should 2 to 1.
Another,i set Animation Mode "Ability Animation Node' ,and i set "loop" is ture,but this Animation always play once.I make sure i set true Machine Name and Ability State Name.
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Originally posted by shadowkami View PostPlay Animation Node,i set this Play Rate from 1.0 to 2.0,but this Timing End Time contrary,it elongate! This change it from 2 to 4,Right should 2 to 1.
Another,i set Animation Mode "Ability Animation Node' ,and i set "loop" is ture,but this Animation always play once.I make sure i set true Machine Name and Ability State Name.
The loop portion should work, but I'll double check things.
Able Ability System - A high performance, robust ability system for UE4. Now Available!
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Originally posted by George.Xiao View PostHello,
Many people want the "Move To" task, so do i, and you said it is a little hard. So, I give you a suggest, you can reference "GameplayAbilities" plugin created by Epic Game, like picture below. Hope you can do it, if you don't i must to do by myself. Very thanks!
- Does your game need to do a jump? If so, what happens if you hit an obstacle mid height? Do you stop, or just clip through it?
- Do you need to query some other system for the mouse location? Or is it simply based on Targeting?
- Do you want the user to be able to target a ground location and possibly cancel out? Does your system need to draw a special decal while picking that location?
- Does the system need to use the Nav mesh (RTS/MOBA)? Or do you go purely physics (Action/FPS)?
I've made multiple local versions, but none of them I was very happy with. It's honestly one of the Tasks that I think you probably should write yourself. But, maybe I'll just break them up into various Genres or behaviors and let people select which they want rather than trying to make them so generic.Able Ability System - A high performance, robust ability system for UE4. Now Available!
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Originally posted by ExtraLifeMatt View Post
Yea most of those are designed with Paragon in mind. The issue is making it more genre agnostic.
- Does your game need to do a jump? If so, what happens if you hit an obstacle mid height? Do you stop, or just clip through it?
- Do you need to query some other system for the mouse location? Or is it simply based on Targeting?
- Do you want the user to be able to target a ground location and possibly cancel out? Does your system need to draw a special decal while picking that location?
- Does the system need to use the Nav mesh (RTS/MOBA)? Or do you go purely physics (Action/FPS)?
I've made multiple local versions, but none of them I was very happy with. It's honestly one of the Tasks that I think you probably should write yourself. But, maybe I'll just break them up into various Genres or behaviors and let people select which they want rather than trying to make them so generic.
- Yes, i need jump to location or jump to actor, if hit obstacle it will stop, just like AddMovementInput node in CharacterMovement, I have test it in my local space.
- No, i don't, it just based on Targeting.
- Yes, i need a decal show on that location, and user can cancel.
- My game is purely physics to player, but AI using Nav mesh.
So, if you have multiple versions, you can let us select, we will be very pleased.
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Originally posted by George.Xiao View Post
First, I answer your question, we create a game just like Paragon.
- Yes, i need jump to location or jump to actor, if hit obstacle it will stop, just like AddMovementInput node in CharacterMovement, I have test it in my local space.
- No, i don't, it just based on Targeting.
- Yes, i need a decal show on that location, and user can cancel.
- My game is purely physics to player, but AI using Nav mesh.
So, if you have multiple versions, you can let us select, we will be very pleased.
I get emails from people using Able for ARPGs, Turn Based RPGs, MMORPGs, Fighting Games, FPS, Third Person Games, Platformers, and MOBAs. I try to make sure whatever I add, brings value to all genres and not end up going down the rabbit hole of adding features for just one genre.Able Ability System - A high performance, robust ability system for UE4. Now Available!
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Hey so I'm trying to create a parry system for some of the abilities. The idea is that, if an enemy is attacking, if my parry bool is set to true, then the collision query from their attack should branch into a stagger ability, instead of go all the way through.
I can't seem to understand how custom branch conditions are used at all. Any help would be greatly appreciated.
Also, maybe using branching isn't the right method? Maybe I should cancel the ability and run some check in the NPC logic?Last edited by Ubersoldat42; 01-08-2018, 07:41 AM.
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Originally posted by shadowkami View PostHow can i play a TrailData particle?
Originally posted by shadowkami View PostI play a particle in able class,and I set Ability Properties "Loop" is true,when I cancel this ability node,the Client's particle destroy,but the server is not.
I deselect the "loop",there are destroy true.
Originally posted by Ubersoldat42 View PostHey so I'm trying to create a parry system for some of the abilities. The idea is that, if an enemy is attacking, if my parry bool is set to true, then the collision query from their attack should branch into a stagger ability, instead of go all the way through.
I can't seem to understand how custom branch conditions are used at all. Any help would be greatly appreciated.
Also, maybe using branching isn't the right method? Maybe I should cancel the ability and run some check in the NPC logic?
Personally I think the 2nd approach is a bit more flexible and what I would likely go with.Able Ability System - A high performance, robust ability system for UE4. Now Available!
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