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Able Ability System Info and Support Thread

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  • replied
    Originally posted by ExtraLifeMatt View Post

    Can you post an image with what you are seeing (as well as the parameters for the rotation)?
    Only change rotation x 0 tp 20. And this forward left and right is not central symmetry.
    Attached Files

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  • replied
    I can't blend with montage,I set blend in and out 0.25.But it not working.Only first able played is working.But it working with AnimBP.I'm sure canceled the pervious able.It only play but no blend.

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  • replied
    Originally posted by shadowkami View Post
    Something wrong with collision query node,i want set BoxShape's Rotation,but this location become far the way.How can I set rotation make this Box' location true.
    Can you post an image with what you are seeing (as well as the parameters for the rotation)?

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  • replied
    Something wrong with collision query node,i want set BoxShape's Rotation,but this location become far the way.How can I set rotation make this Box' location true.

    Leave a comment:


  • replied
    Originally posted by ophi42 View Post
    Hi, there. The Spawn Actor Task Location "Use Socket Rotation" seems to be broken. When I enable it the actors are spawned close to the origin instead of source. Looking at the code it looks like the component-space transform of the socket is used in this case instead of world space transform. This is in UE4.18 and able 2.15. Am I missing something maybe? Cheers!
    Hmm, that could just be a space problem as you point out. I'll investigate and if it's just the component space vs world space - I'll get a fix in for this upcoming update.

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  • replied
    Hi, there. The Spawn Actor Task Location "Use Socket Rotation" seems to be broken. When I enable it the actors are spawned close to the origin instead of source. Looking at the code it looks like the component-space transform of the socket is used in this case instead of world space transform. This is in UE4.18 and able 2.15. Am I missing something maybe? Cheers!

    Leave a comment:


  • replied
    Originally posted by ExtraLifeMatt View Post

    There's also a CustomCanBranchTo method that allows you to check things before a branch is queued up (and subsequently fails). Put your Stamina check there as well and it shouldn't queue up the branch (and thus the ability will play completely).
    That's perfect! Not sure how I missed that, thanks!

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  • replied
    Originally posted by jfaztk View Post
    Just tried using it; while I can definitely use it for other abilities, it won't work for my melee attacks because you can cancel out of the animation (previous combo strike) if you try attacking during the branch and don't have enough stamina. In my case, I want the ability to play completely if you don't have enough stamina, this method lets the player branch out of it (even though the next one doesn't execute.) Thanks anyways!
    There's also a CustomCanBranchTo method that allows you to check things before a branch is queued up (and subsequently fails). Put your Stamina check there as well and it shouldn't queue up the branch (and thus the ability will play completely).

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  • replied
    Just tried using it; while I can definitely use it for other abilities, it won't work for my melee attacks because you can cancel out of the animation (previous combo strike) if you try attacking during the branch and don't have enough stamina. In my case, I want the ability to play completely if you don't have enough stamina, this method lets the player branch out of it (even though the next one doesn't execute.) Thanks anyways!

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  • replied
    Originally posted by ExtraLifeMatt View Post
    For that there is an BP method called "CustomCanAbilityExecute" that is called before each Ability is executed. So that's where you would do your stamina check. There isn't a C++ version just yet (you could wrap your check in a simple C++ BP Function Library and call that), but I'll put that on my list for the C++ additions for the next update.
    Ahhhh I did not know that, that actually works better! Thanks.

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  • replied
    Originally posted by jfaztk View Post

    Alright, looking forward to it! I need because I want to put a "stamina cost" variable inside my melee attack ability (which will serve as the parent for every melee attack) and I need access to it in C++ to make sure the character has enough Stamina before actually executing the ability.
    For that there is an BP method called "CustomCanAbilityExecute" that is called before each Ability is executed. So that's where you would do your stamina check. There isn't a C++ version just yet (you could wrap your check in a simple C++ BP Function Library and call that), but I'll put that on my list for the C++ additions for the next update.
    Originally posted by fernmerc View Post
    Will the dynamic loop count be in the next version? Just wondering, in case I have to add it myself (I rather not diverge from the original though )
    Yes.

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  • replied
    Will the dynamic loop count be in the next version? Just wondering, in case I have to add it myself (I rather not diverge from the original though )

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  • replied
    Originally posted by ExtraLifeMatt View Post

    There is a C++ version on the AbilityComponent that is called whenever an Ability is started (FOnAbilityStart). On the Ability itself, there is no C++ version to override. I'm adding that in the next update for people who don't want to use a Blueprint version (or require some extra work done in C++ before tossing things to BP).

    Next update will be out shortly after 4.19 is available.
    Alright, looking forward to it! I need because I want to put a "stamina cost" variable inside my melee attack ability (which will serve as the parent for every melee attack) and I need access to it in C++ to make sure the character has enough Stamina before actually executing the ability.

    Leave a comment:


  • replied
    wait what... first it takes sequence as input not montage? and second it uses ability montage slot (didnt know it exist) instead of one you have defined in anim montage?
    argh... I've been using it wrong? lemme check today.

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  • replied
    Originally posted by AngeIV View Post
    And you will fix ability anim montage blend?
    As far as I can see, that should be working. If you pass in a sequence animation, it plays it as a dynamic montage in the "Ability" Slot with all the various blending values passed in. If you pass it just a montage, it simply plays that montage.

    I can remove the hardcoded "Ability" slot and let users choose a slot to play it as, but other than that I'll take another look around and see if those methods aren't doing what they should be.

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