Announcement

Collapse
No announcement yet.

Able Ability System Info and Support Thread

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

    Originally posted by ExtraLifeMatt View Post

    I can check, but there should be no difference between passives and actives when it comes to playing particle effects. I use particles as one of my test cases since it's so easy to setup. One of the demos in the Showcase project actually has a looping passive that is just a particle effect.

    You could put a breakpoint in ablPlayParticleEffectTask and see if it's getting called on the client. Otherwise I'll try this out later this week.
    OK, it may have more to do with the way we were launching the passive more than the passive itself. We have an active ability (team haste) that you use to activate the passive on multiple actors. The active ability was using the PlayAbility task, which only executes on the server. If I instead use a custom event task on the team haste ability that runs on client and server, then in the custom event iterate over each target actor calling ActivateAbility with the passive ability object, pfx work on client and server.

    Comment


      Any clue when 4.19 will go live for this? We just changed the number for now and it works, but wanted to know how long it might be before it goes live. Any choice to get it from you direct with proof of purchase?

      Comment


        Originally posted by riuthamus View Post
        Any clue when 4.19 will go live for this? We just changed the number for now and it works, but wanted to know how long it might be before it goes live. Any choice to get it from you direct with proof of purchase?
        No update email or anything on my end. Epic should be fully back from GDC tomorrow, I'd give them a few more days to process things.

        I avoid giving out source directly because it becomes a pain to verify things. I'm as anxious as you are for it to go out. Hopefully it's in the next day or so.
        Able Ability System - A high performance, robust ability system for UE4. Now Available!

        Comment


          A lot of other packages I own got approved for 4.19 on friday (nothing over the weekend) so I'd suspect stuff will start rolling out (And hopefully the update for this) today.

          Comment


            Is there information anywhere that compares this plugin with Epic's GameplayAbilities?

            Comment


              Originally posted by acxsasx View Post
              Is there information anywhere that compares this plugin with Epic's GameplayAbilities?
              Not really. I wrote Able because I found issues with the way GameplayAbilities was setup (it was very much tied to how Paragon was using it). I also never got their Gameplay Abilities Editor to work and the instructions / documentation were pretty lacking (granted this was wayyy back in 4.09-ish, so it may be much better today).

              So rather than try to force that square peg into a round hole, I just wrote my own based on tools I used in the Industry and some of the lessons learned during that time. I'd love to see someone who has used both to give an in depth comparison / feedback.
              Able Ability System - A high performance, robust ability system for UE4. Now Available!

              Comment


                ExtraLifeMatt you should have a discord channel setup where people can show what has been done with ABLE and support. Anyways love this plugin really helping me as a solo dev on giant projects thank you so much you work is great and can't believe how good this really is thank you for your time and effort Matt.

                Comment


                  Originally posted by Kalleal View Post
                  ExtraLifeMatt you should have a discord channel setup where people can show what has been done with ABLE and support. Anyways love this plugin really helping me as a solo dev on giant projects thank you so much you work is great and can't believe how good this really is thank you for your time and effort Matt.
                  Thanks for the kind words.

                  I haven't tried out discord yet. I know some people love them. I'll look into it. It would be good for the community.
                  Able Ability System - A high performance, robust ability system for UE4. Now Available!

                  Comment


                    Seems the update dropped today but I cant install it :| I tell it to install and just nothing happens.

                    Comment


                      Originally posted by SteamPunkProgrammer View Post
                      Seems the update dropped today but I cant install it :| I tell it to install and just nothing happens.
                      Yeah here too, looks like it's a nasty launcher bug (today there was an update to v7.7.0). If I correct a hotfix will come soon. I mean, I hope so.

                      Comment


                        Ick, yea, says the update went out. Maybe some weird backend stuff?
                        Able Ability System - A high performance, robust ability system for UE4. Now Available!

                        Comment


                          Looks like it was just delayed, got it installed now!

                          Comment


                            I'm a little sad to say that the new 'cancel ability' isnt what I wanted and doesnt really solve anything for me in that respect (cant be used with conditionals to cancel the current ability executing the type); oh well I'll continue to solve it via custom types.

                            Edit: I suppose could use it by creating an ability, that is just used to cancel other abilities and branching into it.
                            Last edited by SteamPunkProgrammer; 03-27-2018, 03:46 PM.

                            Comment


                              Originally posted by SteamPunkProgrammer View Post
                              I'm a little sad to say that the new 'cancel ability' isnt what I wanted and doesnt really solve anything for me in that respect (cant be used with conditionals to cancel the current ability executing the type); oh well I'll continue to solve it via custom types.

                              Edit: I suppose could use it by creating an ability, that is just used to cancel other abilities?
                              Possibly?

                              What conditions are you looking for? Channeling conditions already automatically cancel an ability when they fail. I could potentially add just a generic "Should Cancel Ability" that the Cancel Ability Task calls and you can overload that in C++ or BP.
                              Able Ability System - A high performance, robust ability system for UE4. Now Available!

                              Comment


                                Originally posted by ExtraLifeMatt View Post

                                Possibly?

                                What conditions are you looking for? Channeling conditions already automatically cancel an ability when they fail. I could potentially add just a generic "Should Cancel Ability" that the Cancel Ability Task calls and you can overload that in C++ or BP.
                                The conditions I was looking for are velocity or other buttons; but not the same as channeling conditions these cant be limited to a specific time frame, the conditionals that I'd want are basically the same as branched.

                                best way to explain is with an example, lets say we have a combo attack system that has reset frames in the animation to bring the weapon back to a more central position, we wouldnt want to play this part of that animation if another is queued or if the player is moving because it would just make it feel less responsive, so a cancel task set after the 'meat' of the animation and the damage would make sense for this, under the condition that the player is either moving or inputing another combo step. The combo condition is taken care of by the normal branching, but the movement isnt, so we need a real cancel task to handle that with a conditional.

                                Comment

                                Working...
                                X