Originally posted by acxsasx
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Able Ability System - A high performance, robust ability system for UE4. Now Available!
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Originally posted by acxsasx View Post
Ok...so I decided to try the third person run animation. It works. I had glitches until I hit "Reset Preview Asset".
So it must be something with the animation from SnS that it is not liking...
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Originally posted by ExtraLifeMatt View Post
Ah, sorry. I assume it works with Single Node, right? That generally means one of your State Machine Parameters isn't correct - but things look okay in the video. Did you ever get the Dedicated Server example to compile for you? I believe I use an animation in that one and it's setup properly.
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Originally posted by acxsasx View Post
Sigh. Sorry to have wasted your time. I did not retarget the animation.Able Ability System - A high performance, robust ability system for UE4. Now Available!
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Originally posted by Roland_Price View PostAfter working for 5-10 minutes preview stage gets also populated with broken preview assets
Originally posted by Roland_Price View PostAlso - is there a way to control an ability Play rate via custom curve, much like the "Montage Set Play Rate" node where you can feed the curve into New Play Rate connection?Able Ability System - A high performance, robust ability system for UE4. Now Available!
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Originally posted by ExtraLifeMatt View Post
Never seen that one. Do you have GC turned up to some crazy high value? Those actors should be cleaned up.
Originally posted by ExtraLifeMatt View PostNot currently. It's not crazy to add. Just change the play rate from a float to FSplineCurve and update things as needed. I'm slightly hesitant to add that in by default simply because it seems like a fairly specific requirement. Seems like most people keep it at one value rather than use a curve (and the cost that goes with it).
I have no idea what is the difference in costs between them, I'l have to dig on this later. So far I'm focused on getting things to work at all and they kinda don't.
Also one more thing - can I get a custom event from the time line to fire a custom event from the ability's BP Graph? Naming them the same would me my first guess, but that didn't work. All I found was a "function override way" from your lightning tutorial, but that is something I can't get to work either. All I need is to fire a custom event in graph once a custom event in the Timeline is fired.
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In the ablDamageEventTask.cpp you pass an empty FDamageEvent to the actor's TakeDamage. It would be nice to have a way to set an FDamageEvent to be passed.
I rather have the TakeDamage method determine the amount of damage that finally gets applied. That way the logic is in a central place to account for damage coming from some other technique.
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Using a blueprint based on ACharacter for the preview asset. If I have the Able editor window open and I make a change to the character blueprint and compile it, when I come back to the Able editor, the Play button does not play the ability. I hit the reset preview asset and I get another asset spawned on the old one and then all works ok. If I close and open the window it clears off.
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Originally posted by acxsasx View PostIn the ablDamageEventTask.cpp you pass an empty FDamageEvent to the actor's TakeDamage. It would be nice to have a way to set an FDamageEvent to be passed.
I rather have the TakeDamage method determine the amount of damage that finally gets applied. That way the logic is in a central place to account for damage coming from some other technique.
The actors not cleaning up may be due to the blueprint compile needing it to clear our the actor and recreate it. Closing the editor does just that. I'll look into that.
Aiming for the next update for Able to hit around the 13th. I had LASIK done on Friday so I'm avoiding the computer (beyond this quick post) and then I'll be out at Playstation DevCon all week, so the earliest I can get some work done is likely Friday night.
Cheers!Able Ability System - A high performance, robust ability system for UE4. Now Available!
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Originally posted by ExtraLifeMatt View Post
You can have CalculateDamageForActor call a Blueprint Library Function or some damage calculation you create and pass all the info to and then simply return a value - that would allow you to keep all your damage calculations in one place. I avoid using the FDamageEvent scheme because it feels fairly limited (radial vs point) and I only piggy back off it since so many people use the TakeDamage callback.
The actors not cleaning up may be due to the blueprint compile needing it to clear our the actor and recreate it. Closing the editor does just that. I'll look into that.
Aiming for the next update for Able to hit around the 13th. I had LASIK done on Friday so I'm avoiding the computer (beyond this quick post) and then I'll be out at Playstation DevCon all week, so the earliest I can get some work done is likely Friday night.
Cheers!
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Originally posted by ExtraLifeMatt View PostAiming for the next update for Able to hit around the 13th.
Originally posted by Roland_Price View PostAlso one more thing - can I get a custom event from the time line to fire a custom event from the ability's BP Graph? Naming them the same would me my first guess, but that didn't work. All I found was a "function override way" from your lightning tutorial, but that is something I can't get to work either. All I need is to fire a custom event in graph once a custom event in the Timeline is fired.
Originally posted by ExtraLifeMatt View PostI had LASIK done on Friday
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Originally posted by Roland_Price View PostAny chance of blending issues and broken preview fix will make it to nearest update?
And maybe some info on this one?
I guess it's my sacred duty to welcome you in a FullHD world (as the one that had this procedure ~5 years ago). I can imagine what a tough decision that was, so congrats on doing that.
Also, if anyone here is going to be at DevCon, I'll be wandering around in a PanicButton (rep'ing my day job) T-shirt - feel free to say hi. I love meeting people.
Able Ability System - A high performance, robust ability system for UE4. Now Available!
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Originally posted by ExtraLifeMatt View PostThat's the plan. It's on my list.
Originally posted by ExtraLifeMatt View PostCustom Event Task takes in a name parameter, you can use that to identify what event is firing - rather than using two different events. Or am I misunderstanding your question?
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