Originally posted by ExtraLifeMatt
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Originally posted by ExtraLifeMatt View Post
So are you still having issues? Unfortunately I can't view your image, but how are you playing the animation (what mode, have you setup your Animation Blueprint properly, etc)? I've used Kubold's S&S anim set myself for some testing locally and I never ran into any TPose issues.
I followed your turtorial on setting up the ability animation node. I am using Epic's ThirdPersonCharacter which uses the ThirdPerson_AnimBP animation blueprint. The state machine is called "Default" (this is in the state machine name on the ability) and the node I created is called "AbilityToPlay" (which is in the Ability State Name on the ability). Animation Mode is set to "Ability Animation Node. I am using "Sword_Attack_R" animation.
When I hit play, it goes into TPose. I have to Reset Preview Asset to make it go back to idle. It does play the idle animation. I put a print strings to make sure the animation boolean is being set correctly. It is.
Your video is pretty straightforward.
Something I forgot that happened when I first created the ability, after I selected the ability parent class, I got a window popup that had a tab named "CompilerResults" and in the middle of the window in white lettering "unrecognized tab".
Update:
I did a new third person product from the launcher from the 4.19.1 binaries. I get the same results.Last edited by acxsasx; 05-01-2018, 10:24 PM.
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Originally posted by acxsasx View Post
Yes, sadly. Using 4.19.1 source build.
I followed your turtorial on setting up the ability animation node. I am using Epic's ThirdPersonCharacter which uses the ThirdPerson_AnimBP animation blueprint. The state machine is called "Default" (this is in the state machine name on the ability) and the node I created is called "AbilityToPlay" (which is in the Ability State Name on the ability). Animation Mode is set to "Ability Animation Node. I am using "Sword_Attack_R" animation.
When I hit play, it goes into TPose. I have to Reset Preview Asset to make it go back to idle. It does play the idle animation. I put a print strings to make sure the animation boolean is being set correctly. It is.
Your video is pretty straightforward.
Something I forgot that happened when I first created the ability, after I selected the ability parent class, I got a window popup that had a tab named "CompilerResults" and in the middle of the window in white lettering "unrecognized tab".
Update:
I did a new third person product from the launcher from the 4.19.1 binaries. I get the same results.
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Originally posted by acxsasx View Post
Yes, sadly. Using 4.19.1 source build.
I followed your turtorial on setting up the ability animation node. I am using Epic's ThirdPersonCharacter which uses the ThirdPerson_AnimBP animation blueprint. The state machine is called "Default" (this is in the state machine name on the ability) and the node I created is called "AbilityToPlay" (which is in the Ability State Name on the ability). Animation Mode is set to "Ability Animation Node. I am using "Sword_Attack_R" animation.
When I hit play, it goes into TPose. I have to Reset Preview Asset to make it go back to idle. It does play the idle animation. I put a print strings to make sure the animation boolean is being set correctly. It is.
Your video is pretty straightforward.
Something I forgot that happened when I first created the ability, after I selected the ability parent class, I got a window popup that had a tab named "CompilerResults" and in the middle of the window in white lettering "unrecognized tab".
Update:
I did a new third person product from the launcher from the 4.19.1 binaries. I get the same results.
See:
https://extralifestudios.atlassian.n...ion+State+Node
Able Ability System - A high performance, robust ability system for UE4. Now Available!
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Understood and that makes sense, but I do have the transition out of the state using the boolean set in the event graph.
I just opened up the project to check and it is there. I added some print strings on the Event On Ability Start and the Event On Ability End to see if they are getting called and they are. I even backtracked via the magnifying glass on the preview asset and its animation blueprint setting to make sure I was changing the right animation blueprint.
Since you can't see the images I link to the posts, I am not sure how to show you that I have it setup. Believe me, I understand your position with this kind of thing. I am a software developer by trade and I have to deal with end users on a daily basis. I have tried to be diligent to not report something that is my stupid mistake (it might still be my mistake).
I will be happy to show you via screen share or send you the files. I would post screenshots if you were able to send them.
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Originally posted by acxsasx View PostUnderstood and that makes sense, but I do have the transition out of the state using the boolean set in the event graph.
I just opened up the project to check and it is there. I added some print strings on the Event On Ability Start and the Event On Ability End to see if they are getting called and they are. I even backtracked via the magnifying glass on the preview asset and its animation blueprint setting to make sure I was changing the right animation blueprint.
Since you can't see the images I link to the posts, I am not sure how to show you that I have it setup. Believe me, I understand your position with this kind of thing. I am a software developer by trade and I have to deal with end users on a daily basis. I have tried to be diligent to not report something that is my stupid mistake (it might still be my mistake).
I will be happy to show you via screen share or send you the files. I would post screenshots if you were able to send them.
I can view attachments again, so it looks like it was just some weird backend stuff on Epic's end.Able Ability System - A high performance, robust ability system for UE4. Now Available!
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Originally posted by Roland_Price View PostPreview and play rate is broken https://youtu.be/-kytIHb5yGwAble Ability System - A high performance, robust ability system for UE4. Now Available!
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Originally posted by acxsasx View PostI went ahead and made a quick video showing it. https://youtu.be/-TNSK13nWuwAble Ability System - A high performance, robust ability system for UE4. Now Available!
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Originally posted by ExtraLifeMatt View Post
That so much looks like your animation blueprint isn't properly feeding in the data. How are you populating the "Is Ability Animation?" field?
https://youtu.be/1WQ8ZXysCH8
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Originally posted by acxsasx View Post
Try adding an extra check to your Animation Blueprint to check for "Is Playing Ability" before you set that boolean. So the logic would read like "If (HasAbilityAnimation AND IsPlayingAbility) HasAbilityAnimation? = true, else false"Able Ability System - A high performance, robust ability system for UE4. Now Available!
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Originally posted by ExtraLifeMatt View Post
Yea, so it is getting stuck in the Ability Node State Machine.
Try adding an extra check to your Animation Blueprint to check for "Is Playing Ability" before you set that boolean. So the logic would read like "If (HasAbilityAnimation AND IsPlayingAbility) HasAbilityAnimation? = true, else false"
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Originally posted by acxsasx View Post
That addresses the stuck pose which I appreciate but is not the main goal I had. The problem I am trying to solve is playing the animation specified. The TPose is still being shown.
So it must be something with the animation from SnS that it is not liking...
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