Originally posted by fernmerc
View Post
Announcement
Collapse
No announcement yet.
Able Ability System Info and Support Thread
Collapse
X
-
Able Ability System - A high performance, robust ability system for UE4. Now Available!
-
Originally posted by jfaztk View PostHello,
OnAbilityStart() is a BlueprintImplementableEvent; does this mean I can't override/define it in a C++ ability?
Next update will be out shortly after 4.19 is available.Able Ability System - A high performance, robust ability system for UE4. Now Available!
- 2 likes
Comment
-
Originally posted by AngeIV View PostAnd you will fix ability anim montage blend?
I can remove the hardcoded "Ability" slot and let users choose a slot to play it as, but other than that I'll take another look around and see if those methods aren't doing what they should be.Able Ability System - A high performance, robust ability system for UE4. Now Available!
Comment
-
Originally posted by ExtraLifeMatt View Post
There is a C++ version on the AbilityComponent that is called whenever an Ability is started (FOnAbilityStart). On the Ability itself, there is no C++ version to override. I'm adding that in the next update for people who don't want to use a Blueprint version (or require some extra work done in C++ before tossing things to BP).
Next update will be out shortly after 4.19 is available.
Comment
-
Originally posted by jfaztk View Post
Alright, looking forward to it! I need because I want to put a "stamina cost" variable inside my melee attack ability (which will serve as the parent for every melee attack) and I need access to it in C++ to make sure the character has enough Stamina before actually executing the ability.
Originally posted by fernmerc View PostWill the dynamic loop count be in the next version? Just wondering, in case I have to add it myself (I rather not diverge from the original though)
Able Ability System - A high performance, robust ability system for UE4. Now Available!
- 1 like
Comment
-
Originally posted by ExtraLifeMatt View PostFor that there is an BP method called "CustomCanAbilityExecute" that is called before each Ability is executed. So that's where you would do your stamina check. There isn't a C++ version just yet (you could wrap your check in a simple C++ BP Function Library and call that), but I'll put that on my list for the C++ additions for the next update.
Comment
-
Just tried using it; while I can definitely use it for other abilities, it won't work for my melee attacks because you can cancel out of the animation (previous combo strike) if you try attacking during the branch and don't have enough stamina. In my case, I want the ability to play completely if you don't have enough stamina, this method lets the player branch out of it (even though the next one doesn't execute.) Thanks anyways!
Comment
-
Originally posted by jfaztk View PostJust tried using it; while I can definitely use it for other abilities, it won't work for my melee attacks because you can cancel out of the animation (previous combo strike) if you try attacking during the branch and don't have enough stamina. In my case, I want the ability to play completely if you don't have enough stamina, this method lets the player branch out of it (even though the next one doesn't execute.) Thanks anyways!Able Ability System - A high performance, robust ability system for UE4. Now Available!
Comment
-
Originally posted by ExtraLifeMatt View Post
There's also a CustomCanBranchTo method that allows you to check things before a branch is queued up (and subsequently fails). Put your Stamina check there as well and it shouldn't queue up the branch (and thus the ability will play completely).
Comment
-
Hi, there. The Spawn Actor Task Location "Use Socket Rotation" seems to be broken. When I enable it the actors are spawned close to the origin instead of source. Looking at the code it looks like the component-space transform of the socket is used in this case instead of world space transform. This is in UE4.18 and able 2.15. Am I missing something maybe? Cheers!
Comment
Comment