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  • replied
    I have a question.
    Can I handle input inside an ability? Preferably on Even graph?
    My thing is that I have an ability that uses an animation with root motion but I want to rotate the character towards the input from analog stick while performing this animation.
    There would be different kind of abilities that need to interpret input differently - so I assumed the best option is to just implement input interpretation in abilities since doing it inside the character and remembering all different input interpretations for abilities there just sounds horrible.
    Is it possible?

    Leave a comment:


  • replied
    Originally posted by TVwj View Post
    I have a few questions.
    Is there a way to get the ability length for branching abilities? I get the first ability length to stop moving until done, but I don't know how to get the length of branching abilities if they are played. With the way I have it set up right now, it sometimes works depending on when I press my attack button to go the next branch, but I want it to work all the time. Click image for larger version

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    Could you also elaborate on the possession task? I am able to possess fine, but unpossessing does not return to my original character. Do I need to add more logic for this to happen?
    I think a better way of doing what you're trying to do is to simply set some tags on the Ability itself (e.g. "Status.NoMovement"), and then in your character's tick method, simply grab the currently active ability (if there is one), and check for that tag. If you're playing an Ability with that tag - don't allow movement or what not.

    The possession someone recently reported as broken. I'm not sure what's going on there yet since I merely call "Unpossess" which is supposed to magically handle things - but I'll dig into it.

    Leave a comment:


  • replied
    I have a few questions.
    Is there a way to get the ability length for branching abilities? I get the first ability length to stop moving until done, but I don't know how to get the length of branching abilities if they are played. With the way I have it set up right now, it sometimes works depending on when I press my attack button to go the next branch, but I want it to work all the time. Click image for larger version

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    Could you also elaborate on the possession task? I am able to possess fine, but unpossessing does not return to my original character. Do I need to add more logic for this to happen?

    Leave a comment:


  • replied
    Originally posted by ExtraLifeMatt View Post

    Correct, Able doesn't come with a stat system but is written to hook into any stat system rather painlessly. Able simply asks you for the final value to apply as damage, or cooldown reduction, etc - and you can do whatever math your stats system requires.

    You can use Gameplay Ability System's Attribute sets, but if you want to modify those attributes from within Able, you'd need to craft a special task that allows you to apply GAS effects to those stats.

    You can also find a stat system on the marketplace you like and that should work just as well.

    In my own projects, I just have a very simple stat system since my games don't require anything crazy.
    Thanks for explaining : )
    I'm guessing it could be a very common use case that maybe you can consider to teach users how to do. But I'm just one user, so I'm not sure I can say that.

    Leave a comment:


  • replied
    I know how to get it working. It’s just that entire system revolts around integers. Have no percentage values. And only floats im using is stamina. And its a tick inreamenting value, but not replicates. One might think that time flows the same on dedicated server and client but unfortunately it is not so and from time time to time values are out of sync for a small window of time. I wish to have as little replicated values as possible as any real relevant actions take place on the server i may want to replicate values only if i need to rep notify user that there was a change in value. In general i dislike working with floats.

    Leave a comment:


  • replied
    Originally posted by AngeIV View Post

    I absolutely ,love everything about that answer :> It nulls my next question regard instant execution on the owning client

    I run a D20 game so all my stats are integers and working with game-play stats and gameplay.abilities require working with floats that are not very precise when it comes down to comparing values.

    Where were you all my life!

    I'm testing this on the impropable GDK https://www.unrealengine.com/marketp...evelopment-kit
    It should work
    With floats, you generally want to compare two values using an epsilon (just some very small value, FMath has a IsNearlyEqual method that does just that).

    For example,

    Integers
    Code:
    int a = 20;
    int b = 20;
    if (a == b) // This is fine, because integers are always whole numbers.
    {
       // Stuff.
    }
    Floats
    Code:
    float a = 20.0f;
    float b = 20.0f;
    if (FMath::IsNearlyEqual(a, b, 0.000001f)) // This is equivalent to the integer version, but allows for floating point error to not become an issue.
    {
      // Stuff
    }

    Leave a comment:


  • replied
    Originally posted by ExtraLifeMatt View Post

    Can Execute Ability will only be executed on the Server if you're using a networked game. My background is in MMOs (I worked on both Star Wars Galaxies and Star Wars: The Old Republic, not to mention a few other multiplayer titles) so I'm paranoid about that stuff.

    Able will forward all ability requests to the server for validation before replicating things out. At worst case, if you have someone cheating or altering memory values, they would see themselves do an Ability but the server would throw it away and all remote clients wouldn't see it - so, only the cheater is getting a bad experience.
    I absolutely ,love everything about that answer :> It nulls my next question regard instant execution on the owning client

    I run a D20 game so all my stats are integers and working with game-play stats and gameplay.abilities require working with floats that are not very precise when it comes down to comparing values.

    Where were you all my life!

    I'm testing this on the impropable GDK https://www.unrealengine.com/marketp...evelopment-kit
    It should work

    Leave a comment:


  • replied
    Originally posted by FuTou View Post
    Hi, Able is fantastic, thank you for making that! I have a question to ask regarding combining Able with player stats/attributes.
    In my understanding, Able is very suitable for making skills, and in MMO/MOBA/RPG, skills are often interacting with stats, and it's deep interwining. For example, we have 2 Buffs(or 2 passive abilities), one add to stat by percentage, another add to stat by linear value. Here comes several insteresting things, such as who calculate first, and how to preview the stats on client, and how they affect damage calculations.
    I'm assuming Able doesn't come with a stats system, so in your opinion, what's the best practice of doing that?
    For example, Unreal has a built in Gameplay Ability system, including "attribute set", and "effect" which can modify them.
    For example, there could be other assets on Marketplace for attributes, although I didn't search for it.

    I don't have deep understanding of Able yet, so I'm hoping maybe you can give some directions on that. Thanks in advance!
    Correct, Able doesn't come with a stat system but is written to hook into any stat system rather painlessly. Able simply asks you for the final value to apply as damage, or cooldown reduction, etc - and you can do whatever math your stats system requires.

    You can use Gameplay Ability System's Attribute sets, but if you want to modify those attributes from within Able, you'd need to craft a special task that allows you to apply GAS effects to those stats.

    You can also find a stat system on the marketplace you like and that should work just as well.

    In my own projects, I just have a very simple stat system since my games don't require anything crazy.

    Leave a comment:


  • replied
    Hi, Able is fantastic, thank you for making that! I have a question to ask regarding combining Able with player stats/attributes.
    In my understanding, Able is very suitable for making skills, and in MMO/MOBA/RPG, skills are often interacting with stats, and it's deep interwining. For example, we have 2 Buffs(or 2 passive abilities), one add to stat by percentage, another add to stat by linear value. Here comes several insteresting things, such as who calculate first, and how to preview the stats on client, and how they affect damage calculations.
    I'm assuming Able doesn't come with a stats system, so in your opinion, what's the best practice of doing that?
    For example, Unreal has a built in Gameplay Ability system, including "attribute set", and "effect" which can modify them.
    For example, there could be other assets on Marketplace for attributes, although I didn't search for it.

    I don't have deep understanding of Able yet, so I'm hoping maybe you can give some directions on that. Thanks in advance!

    Leave a comment:


  • replied
    Originally posted by AngeIV View Post
    ExtraLifeMatt Hi, I just wanted to tell you that I figured out the bad animation blending for montages. Still got issues working with anim graph node, but it doesn't matter as montages give a lot more flexibility regard looping, reusing same animations etc.
    ABLE is an incredible solution. How you can use it is just to your imagination, as you can implement any mana system, any category triggers. and the new rewritten networking and event execution triggers perfectly.

    I have only one question I cant find answer on the help website: does "can execute ability" is being triggered and checked on authority or whatever trigger Im checking it must be replicated to actually work properly and be cheat-proof?
    Im doing a melee combat system for FP, and Im checking on stamina, that does replenish on tick. I don't want to replicate a value that is replanishing on tick, however I wish to check the value on server to see if ability should be triggered.
    Are there any tips and tricks for multiplayer use?
    Can Execute Ability will only be executed on the Server if you're using a networked game. My background is in MMOs (I worked on both Star Wars Galaxies and Star Wars: The Old Republic, not to mention a few other multiplayer titles) so I'm paranoid about that stuff.

    Able will forward all ability requests to the server for validation before replicating things out. At worst case, if you have someone cheating or altering memory values, they would see themselves do an Ability but the server would throw it away and all remote clients wouldn't see it - so, only the cheater is getting a bad experience.

    Leave a comment:


  • replied
    ExtraLifeMatt Hi, I just wanted to tell you that I figured out the bad animation blending for montages. Still got issues working with anim graph node, but it doesn't matter as montages give a lot more flexibility regard looping, reusing same animations etc.
    ABLE is an incredible solution. How you can use it is just to your imagination, as you can implement any mana system, any category triggers. and the new rewritten networking and event execution triggers perfectly.

    I have only one question I cant find answer on the help website: does "can execute ability" is being triggered and checked on authority or whatever trigger Im checking it must be replicated to actually work properly and be cheat-proof?
    Im doing a melee combat system for FP, and Im checking on stamina, that does replenish on tick. I don't want to replicate a value that is replanishing on tick, however I wish to check the value on server to see if ability should be triggered.
    Are there any tips and tricks for multiplayer use?

    Leave a comment:


  • replied
    Originally posted by ExtraLifeMatt View Post

    The preview actor is likely not using the correct skeleton as your in-game version. That's likely the discrepancy there. As for the scale with Attach To Socket, I'll look into that (not sure why that would affect it - but you never know).
    Thank you. The preview actor really was the problem, and now it properly shows the particle attached to the socket. However, I still have the scale problem while attached to a socket.

    Leave a comment:


  • replied
    Originally posted by TVwj View Post
    I have a couple problems with particles. When I attach to socket, the preview still shows it appearing at the base of my character. However, in game it works fine. In addition, changing the scale while the particle is attached to a socket does not affect it at all. The particle will still have the default look of a 1.0 scale. These problems only occur when I check the "attach to socket."
    The preview actor is likely not using the correct skeleton as your in-game version. That's likely the discrepancy there. As for the scale with Attach To Socket, I'll look into that (not sure why that would affect it - but you never know).

    Leave a comment:


  • replied
    I have a couple problems with particles. When I attach to socket, the preview still shows it appearing at the base of my character. However, in game it works fine. In addition, changing the scale while the particle is attached to a socket does not affect it at all. The particle will still have the default look of a 1.0 scale. These problems only occur when I check the "attach to socket."

    Leave a comment:


  • replied
    Originally posted by Vaei View Post
    Any plans to add GAS (Gameplay Ability System) integration?
    Not really, given that Able is meant to replace GAS. What specifically would you want with integration? The ability to call GAS abilities?

    Leave a comment:

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