I'm with some bugs yet:
1 - My character always face wrong directions...If I turn him in editor like tutorial...the animations don't work;
1.1 - The buttons on toolbar in the graph editor of ability editor don't work...Play, Resume, Pause, FrameSkip...etc;
I wanna to try some colisions so ...What the best way to get my target actors and print thay on my screen with print string? How to do this???
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mnorris54 repliedHey i sent y'all an email on your feedback address.
I Can't seem to get the plugin to display any animation at all, even in a base third person or first person project. I've redownoaded the plugin already, I feel like I'm missing a third party file or something.
when I add the animation task or any task it displays as a thick pink bar with time details on the side.
I sent a video to you on the email.
anyone else having this issue?
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ExtraLifeMatt repliedOriginally posted by OllieWilliams View PostEverything seems to be working for me properly now (ever since your update). Thank you very much!If you find another issue, please don't hesitate to report it.
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OllieWilliams repliedEverything seems to be working for me properly now (ever since your update). Thank you very much!
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ExtraLifeMatt repliedOriginally posted by Demonrras View PostWhen the new v3.0.3 will be available for us?
Originally posted by intoxicat3 View PostThanks Matt for answer. I have hopefully last question:
Why tasks doesn't have time ratio variable? Can't track actual progress of a task in a task or outside...
I can't even get TaskScratchPad from outside to get my custom time ratio progress.
Code:// Assuming this is in the Task somewhere. float TaskTimeRatio = (Context.GetCurrentTime() - GetStartTime()) / (GetEndTime() - GetStartTime());
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intoxicat3 repliedThanks Matt for answer. I have hopefully last question:
Why tasks doesn't have time ratio variable? Can't track actual progress of a task in a task or outside...
I can't even get TaskScratchPad from outside to get my custom time ratio progress.Last edited by intoxicat3; 04-24-2019, 06:35 AM.
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ExtraLifeMatt repliedOriginally posted by Demonrras View Post
Great and fast work sir!!!
When this fix update will be available for us?
You can update the change log on https://extralifestudios.atlassian.n...95469/Overview?
att,
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Demonrras repliedOriginally posted by ExtraLifeMatt View PostAlright, Able v3.0.3 is submitted. It fixes quite a few bugs with the 3.0 update, including dynamic fields not working properly, the Preview/Target drop downs not properly populating, and a crash with channeled abilities (which is what was biting Demonrras )
When this fix update will be available for us?
You can update the change log on https://extralifestudios.atlassian.n...95469/Overview?
att,
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xermao repliedOriginally posted by ExtraLifeMatt View Post
What system are you compiling on? Interesting that I haven't hit that (or Epic for that matter).
It should likely be
Code:FuncNode->FunctionReference.SetFromField<UFunction>(Func, Ability->GetClass());
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ExtraLifeMatt repliedOriginally posted by xermao View PostFGraphNodeCreator<UK2Node_CallFunction> Creator(*FunctionGraph);
UK2Node_CallFunction* FuncNode = Creator.CreateNode();
FuncNode->FunctionReference.SetFromField<UFunction>(Func, Ability);//error
Creator.Finalize();
if I change it to
FuncNode->FunctionReference.SetFromField<UFunction>(Func, (UClass*)Ability);
it can be compiled.
It should likely be
Code:FuncNode->FunctionReference.SetFromField<UFunction>(Func, Ability->GetClass());
Last edited by ExtraLifeMatt; 04-23-2019, 11:17 AM.
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xermao repliedFGraphNodeCreator<UK2Node_CallFunction> Creator(*FunctionGraph);
UK2Node_CallFunction* FuncNode = Creator.CreateNode();
FuncNode->FunctionReference.SetFromField<UFunction>(Func, Ability);//error
Creator.Finalize();
if I change it to
FuncNode->FunctionReference.SetFromField<UFunction>(Func, (UClass*)Ability);
it can be compiled.
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ExtraLifeMatt repliedOriginally posted by xermao View PostHi,I copy the plugin into my project directory,it has some compile error
Private\AbilityEditor\SAbilityPropertyBinding.cpp(242): error C4800: Implicit conversion from 'UAblAbility *' to bool. Possible information loss
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xermao repliedHi,I copy the plugin into my project directory,it has some compile error
Private\AbilityEditor\SAbilityPropertyBinding.cpp(242): error C4800: Implicit conversion from 'UAblAbility *' to bool. Possible information loss
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ExtraLifeMatt repliedOriginally posted by intoxicat3 View PostI have a lot of issues with new version using custom task created with blueprints.
1. Crash when building DependencyList on PostLoad() - basically I can not create custom task using blueprints because of this crash.
2. When creating new custom task there is a crash when creating custom scratchpad.
Basically I think you should try to make some easy custom blueprints tasks to test things out.
You can create the same task as mine: lerping owner position to target position using tick.
Last time when using 2.0v everything worked smooth. Now I've updated to check things out before Epic Jam and basically can't use it
3.0 should have fixed that. In my local testing it would always properly replace the old task (you need to save any changed abilities, but it does replace it). If you have a sample project that shows the issue, you can upload it here: https://www.dropbox.com/request/nD81ewNC7G3p5MNWlMKX
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