Can I get active tasks for active running action using Blueprints? (as far I know I can't)
This would be nice - for example I want to show some task progress on UI. Any chance you can add support for getting tasks and time ratios of them?
Matt you should seriously consider adding more support to BPs to get data more easily. (still can be const and still blueprintreadonly)
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ExtraLifeMatt repliedAble v3.11 has been submitted. Notes below:
- Fixed a crash when playing an Ability in the Editor and having Target Actors present. (h/t TVwj )
- Fix to a crash that can happen in DebugGame / packaged projects. (h/t intoxicat3 )
- Added a warning attempting to use a montage in Play Animation Task when set to Ability Animation Node (which doesn't support Montages).
- Resetting the Preview Actor now preserves transformation.
- Made the editor a bit more robust in trying to recover from Ability Components getting deleted out from under it (due to BP re-compile).
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TVwj repliedOriginally posted by ExtraLifeMatt View Post
Can you give me repo steps? Just spawn a Target Actor and Play an Ability?
As in, having any target actor in the editor while playing the ability will cause a crash.Last edited by TVwj; 05-15-2019, 01:03 AM.
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ExtraLifeMatt repliedOriginally posted by TVwj View PostAdding target asset works for me now. However, I get a crash whenever I play the ability when the target asset is spawned in the editor.
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TVwj repliedAdding target asset works for me now. However, I get a crash whenever I play the ability when the target asset is spawned in the editor.
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ExtraLifeMatt repliedAble v3.1 submitted. Notes:
- Fixed Ability Dynamic Fields not properly binding during runtime.
- Fixed Target Preview Assets not spawning properly.
- Fixed Target Preview Assets not being selectable by clicking on them.
- Hitting "Delete" on your keyboard while selecting a Target Preview Asset in the Editor will delete that instance.
- Added "Location" Target Type which allows you to programmatically specify a 3D location in the world and pass it to a Task.
- You'll find this option on any Location struct (e.g. Spawn Actor's Spawn Location, Play Particle Effect, Play Sound Effect, etc).
- To pass a Target Location to your Tasks with that option you must:
- Add a "Location" Target to your Ability (under the Target drop down, you don't need to mark your Ability as "Must Have Target").
- Override the "Get Target Location" method in C++ or in the Ability Blueprint. This is where you would grab the mouse location or what not, by default it simply returns the location of the actor running the ability.
- This value is passed from the Client to the Server in a networked game (as the Server has no concept of a mouse, etc), so just be aware of that. Maybe add some extra verification if needed.
- This value is stored on the AblAbilityContext and can be grabbed in Blueprints by calling GetTargetLocation on the Context.
- Updated Play Particle Effect / Play Sound Effect to use the internal AblTargetLocation struct so they can use the new functionality. The old fields are still there and will automatically be used if present. If you want to use the new functionality once you move things over, simply reset the deprecated fields (set the socket name to NONE, any vectors to 0.0's, etc).
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ExtraLifeMatt repliedOriginally posted by Demonrras View PostYeah...only see VERBOSE on logs...don't show in screen
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ExtraLifeMatt repliedOriginally posted by Demonrras View PostVERBOSE don't work to me...can't debug with this...it's a bug???
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ExtraLifeMatt repliedOriginally posted by OllieWilliams View Post
Can confirm I also am getting this issue.
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OllieWilliams repliedOriginally posted by TVwj View PostI still cannot get a target asset to spawn in the editor. The output log says "LogAbleEditor: Warning: Could not load asset [name of asset]" no matter what asset I pick. I tested with multiple actors and even the same actor as the preview asset, but I still get this message.
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ExtraLifeMatt repliedOriginally posted by Knaarke View Post
Sorry..I'm not completely able to follow you.
What does "OnGetDynamicProperty_Cooldown" if not asking for cooldown at runtime?
And what would be the best method to dynamically change the cooldown depending on variables from a context actor?
Aswell thank you for your support and your willingness to help.
If you try your Ability when in a level or in game, you should hit your breakpoint (at least, I did).
Originally posted by TVwj View PostI still cannot get a target asset to spawn in the editor. The output log says "LogAbleEditor: Warning: Could not load asset [name of asset]" no matter what asset I pick. I tested with multiple actors and even the same actor as the preview asset, but I still get this message.
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TVwj repliedI still cannot get a target asset to spawn in the editor. The output log says "LogAbleEditor: Warning: Could not load asset [name of asset]" no matter what asset I pick. I tested with multiple actors and even the same actor as the preview asset, but I still get this message.
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