I found an issue with tasks when interrupting abilities.
Repo:
- Create active ability with collision check and damage check in the middle of the ability. Add some animation to ability and disable "stop on interrupt",
- Run this ability, then after a small delay cancel active ability,
You will see that collision check and damage will execute even when ability is canceled. As far I can see (ablAbilityInstance) you are cancelling only active tasks, so other tasks in ability can still go even when ability is interrupted.
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ExtraLifeMatt repliedOriginally posted by intoxicat3 View PostExtraLifeMatt where goes DynamicBranchAbility and OnGetBranchAbility function? I'm using combo system which need to pick which ability to branch to and I see that in new version there is no dynamic branch...
I see there is FGetAblAbility - but how to use it in C++ not in BPs?
I have my own Ability class (in c++) extending from UAblAbility and earlier I could just override OnGetBranchAbility function and point to my combo system.
You can step through the BindDynamicProperties method on the Branch task to watch it try and find the method.
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intoxicat3 repliedExtraLifeMatt where goes DynamicBranchAbility and OnGetBranchAbility function? I'm using combo system which need to pick which ability to branch to and I see that in new version there is no dynamic branch...
I see there is FGetAblAbility - but how to use it in C++ not in BPs?
I have my own Ability class (in c++) extending from UAblAbility and earlier I could just override OnGetBranchAbility function and point to my combo system.Last edited by intoxicat3; 06-21-2019, 07:56 AM.
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ExtraLifeMatt repliedOriginally posted by TVwj View PostKinda stupid question, but how do I reference the user of the ability? I'm trying to cast to my character in the ability, but I am not sure how to get the character for the "object" input of the cast.
Ability Context -> GetSelfActor -> Cast to Your Character.
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TVwj repliedKinda stupid question, but how do I reference the user of the ability? I'm trying to cast to my character in the ability, but I am not sure how to get the character for the "object" input of the cast.
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ExtraLifeMatt repliedOriginally posted by hexadecimalentertainment View Post
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ExtraLifeMatt repliedOriginally posted by hexadecimalentertainment View PostNote: in the marketplace page, you give a link to a tutorial (creating a simple ability i think).. this link is not public.... so when people get on your youtube page from the other link...we dont see this kinda important tutorial on your youtube page. It tooks me a day to notice that lol
Originally posted by hexadecimalentertainment View PostAnd people are talking about showroom... i dont think ive seen the download link (except recently, from a comment..i think) you should put all your video on the store page and on the first post of this forum.
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hexadecimalentertainment repliedAnd people are talking about showroom... i dont think ive seen the download link (except recently, from a comment..i think) you should put all your video on the store page and on the first post of this forum.
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hexadecimalentertainment repliedNote: in the marketplace page, you give a link to a tutorial (creating a simple ability i think).. this link is not public.... so when people get on your youtube page from the other link...we dont see this kinda important tutorial on your youtube page. It tooks me a day to notice that lol
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hexadecimalentertainment repliedRegarding your machine gun, i mistyped... i mean in your video we see VFX..... decal.... at the moment, you only have the gun animation working...i dont see any other visual effect.
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hexadecimalentertainment repliedThanks for your fast reply
Yes, ive figure out that after all your update your UI may have changed.
Maybe some new tutorial is a good idea too.
You should let us download your TPersoncharacter template too
Thanks for your time updating all this... ive bough your product last weekend... and to be honest its a nightmare to follow tutorial that shows a different UI... hard to figure out what we do wrong when we dont get what you get on your video lol
For instance, your "creating a simple ability tutorial"... you dont have the same prompt on the screen.
I remember switching the version of the engine to your template...(right click on project file). maybe i should have open it normally and let UE4 recompile as im usually doing when dealing with outdated/new engine version plugins.
Just a reminder that i do think your optimization alone worth every penny of your product... but its really hard to find tutorial or other people making video using your product and searching for able ability give a lot of tutorial regarding the builtin ability system of UE4 ..not yours...
having your own discord will help having a community helping each other and saving you time. (if you are not familiar with discord, i can help you administrating it).
Last edited by hexadecimalentertainment; 06-10-2019, 02:28 PM.
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ExtraLifeMatt repliedOriginally posted by Woody_PL View PostHi guys, I have such an error when I try to compile able blueprint ability. I added to Inputs Abl Ability Context variable (but I can not set visibility as with other variables if it is the case). Should I give references to "self" somewhere else, eg. in Player Character? Anyone can help?
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ExtraLifeMatt repliedOriginally posted by hexadecimalentertainment View Post1- You should create a discord for this awesome product
2-In your downloadable project, when I press play, it said machinegun has compile error. skipping it fix it.
3-Each time I open one of your 2 ability, it ask for a preview asset (I put firstcharacter bp) and a second empty screen (with no indication what it used for) is displayed after selecting the preview asset.
Regardless of the asset I select, the ability editor preview is empty.
4- machine gun has no sfx played.
Im trying to get familiar with your product using your demo project.
The Ability Editor Preview Asset flow changed in 3.0, you need to add the classes you want to use for your Preview Asset to the Able Editor Settings under "Preview Asset Allowed Classes". Then you can just use the drop down next to the Preview Asset on the Toolbar and select the asset you want to use.
There should be no sound effects in the Machine Gun asset (or at least I don't recall hooking it up). Again, I just need to do a pass on the examples real quick and update them. I'll try and knock that out sometime this week.
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