Originally posted by OllieWilliams
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Able Ability System Info and Support Thread
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ExtraLifeMatt replied
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OllieWilliams repliedOriginally posted by ExtraLifeMatt View Post
Is there anything created in the Ability? Or is it just blank? If possible, can you make an Ability that shows this behavior and upload it here?
For the Preview Asset, you should just be able to hit the Reset Preview Asset button. You can also directly set it via the Ability Editor Settings (and then either re-launch the Ability Editor, or hit the Reset Preview Asset button).
For the ability, I have reproduced this both with a blank ability and one with a couple of tasks in it. I uploaded one of them for you. My workaround right now is to move the ability files outside of the project, launch the editor, and paste them back in. Although this works for now, I have to re-link them in my character blueprint variables.
For the preview asset, I have a sneaking suspicion that this is what is causing the above to happen with the crash. I have tried clearing it in the following ways:
1- Reset Preview button.
2- Selecting the dropdown where the preview asset is, and selecting "None". I
3- Going to editor settings and removing the list of allowed preview assets, then repeating any of 1 or 2.
I have also tried reinstalling the plugin, deleting the abilities, and remaking them. In this instance, what happened was the editor loaded and asked me to select a type as a preview asset, but after selecting a completely different asset, the original asset that was stuck in the preview window was still there.
Let me know if you need more info.
Thanks
Edit: Forgot to mention that the preview asset I have on screen cannot be interacted with. ie: It does not move when animation task is set, I can't select it to move it around, etc. It's just visible.Last edited by OllieWilliams; 04-17-2019, 10:27 AM.
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ExtraLifeMatt repliedOriginally posted by OllieWilliams View PostHi,
I'm getting a fairly consistent issue when using this system. After I create a blueprint ability based on AbleAbility, save and quit. My editor crashes without fail on each subsequent launch. I can only resolve the issue if I go into the file system, and delete the Able Ability I created. Here is the log:
UE4Editor_UnrealEd!FBlueprintEditorUtils::IsDataOnlyBlueprint() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\kismet2\blueprinteditorutils.cpp:3114]
UE4Editor_Kismet!FBlueprintCompilationManagerImpl::FlushCompilationQueueImpl() [d:\build\++ue4\sync\engine\source\editor\kismet\private\blueprintcompilationmanager.cpp:485]
UE4Editor_Kismet!FBlueprintCompilationManager::FlushCompilationQueue() [d:\build\++ue4\sync\engine\source\editor\kismet\private\blueprintcompilationmanager.cpp:2554]
UE4Editor_Engine!UBlueprintGeneratedClass::ConditionalRecompileClass() [d:\build\++ue4\sync\engine\source\runtime\engine\private\blueprintgeneratedclass.cpp:234]
Maybe related, I cannot clear the Preview Asset after I have selected one. No matter what I do it stays in the view. Any way I can work around these things?
Thanks.
For the Preview Asset, you should just be able to hit the Reset Preview Asset button. You can also directly set it via the Ability Editor Settings (and then either re-launch the Ability Editor, or hit the Reset Preview Asset button).Last edited by ExtraLifeMatt; 04-17-2019, 10:00 AM.
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ExtraLifeMatt repliedOriginally posted by FrozenDT View Post
yes that is correct. but the return node does not work at all. In the graph the branch node is null, and will not play any animation unless i set an ability to branch to directly. the binding, even if set directly in the return node does not work. The timeline only reads the static value it will not read any return node.
http://prntscr.com/ncwz0f - Bound Ability Branch Blueprint
http://prntscr.com/ncwz8s - Timeline
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FrozenDT repliedOriginally posted by ExtraLifeMatt View Post
Can you elaborate? If you are using a binding on the Branch Ability, the Ability you return from OnGetDynamicProperty_Ability will be the one that should be branched to.
yes that is correct. but the return node does not work at all. In the graph the branch node is null, and will not play any animation unless i set an ability to branch to directly. the binding, even if set directly in the return node does not work. The timeline only reads the static value it will not read any return node.
http://prntscr.com/ncwz0f - Bound Ability Branch Blueprint
http://prntscr.com/ncwz8s - TimelineLast edited by FrozenDT; 04-16-2019, 05:35 PM.
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OllieWilliams repliedHi,
I'm getting a fairly consistent issue when using this system. After I create a blueprint ability based on AbleAbility, save and quit. My editor crashes without fail on each subsequent launch. I can only resolve the issue if I go into the file system, and delete the Able Ability I created. Here is the log:
UE4Editor_UnrealEd!FBlueprintEditorUtils::IsDataOnlyBlueprint() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\kismet2\blueprinteditorutils.cpp:3114]
UE4Editor_Kismet!FBlueprintCompilationManagerImpl::FlushCompilationQueueImpl() [d:\build\++ue4\sync\engine\source\editor\kismet\private\blueprintcompilationmanager.cpp:485]
UE4Editor_Kismet!FBlueprintCompilationManager::FlushCompilationQueue() [d:\build\++ue4\sync\engine\source\editor\kismet\private\blueprintcompilationmanager.cpp:2554]
UE4Editor_Engine!UBlueprintGeneratedClass::ConditionalRecompileClass() [d:\build\++ue4\sync\engine\source\runtime\engine\private\blueprintgeneratedclass.cpp:234]
Maybe related, I cannot clear the Preview Asset after I have selected one. No matter what I do it stays in the view. Any way I can work around these things?
Thanks.
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ExtraLifeMatt repliedOriginally posted by FrozenDT View PostI am trying to create a binding for the branch ability. when I hit the plus button to create a new binding, it creates a new function "OnGetDyanamicProperty_Ability". it doesnt seem to set the next branch ability at all. http://prntscr.com/nbw01c this doesnt work for some reason.
edit: I realize after reading the rest of the posts i should wait for the update to hit first.
Originally posted by Demonrras View PostHey...I want to buy you plugin but before I do this I want to get sure that this will solve my problem...
My problem:
When I try to do an SPRINTING using Left Shift or other key > Client call an RPC to the server > Change the MaxWalk Speed and active p.NetShowCorrections 1...I see a lot of errors and movement corrections...
With your plugin I can do a sprinting in networking game like https://www.youtube.com/watch?v=ItfAFXGnBhE without need to use C++???
What the diferrence of your plugin and the Gameplay Ability System from UE4???
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Demonrras repliedHey...I want to buy you plugin but before I do this I want to get sure that this will solve my problem...
My problem:
When I try to do an SPRINTING using Left Shift or other key > Client call an RPC to the server > Change the MaxWalk Speed and active p.NetShowCorrections 1...I see a lot of errors and movement corrections...
With your plugin I can do a sprinting in networking game like https://www.youtube.com/watch?v=ItfAFXGnBhE without need to use C++???
What the diferrence of your plugin and the Gameplay Ability System from UE4???
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FrozenDT repliedI am trying to create a binding for the branch ability. when I hit the plus button to create a new binding, it creates a new function "OnGetDyanamicProperty_Ability". it doesnt seem to set the next branch ability at all. http://prntscr.com/nbw01c this doesnt work for some reason.
edit: I realize after reading the rest of the posts i should wait for the update to hit first.Last edited by FrozenDT; 04-14-2019, 03:52 PM.
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ExtraLifeMatt repliedOriginally posted by jwyuen View PostHi Matt
I got Perforce now thanks.
Trying to simulate physics and all to get this to work.
Its not doing anything as of yet but got any pointers into where to look and research?
Thanks Jesse
I'm going to look into them some more now that the update is out, but for the moment I'd just avoid them entirely.
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jwyuen repliedHi Matt
I got Perforce now thanks.
Trying to simulate physics and all to get this to work.
Its not doing anything as of yet but got any pointers into where to look and research?
Thanks Jesse
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ExtraLifeMatt repliedOriginally posted by jwyuen View PostThanks. Btw tried updating it all to 4.22.. Didnt work and lost most of it >< cry. Still got my data tables and anims luckily so redoing it all now and make it tidier. Should of backed up.
Gonna do bpi and ac more tidy now
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jwyuen repliedThanks. Btw tried updating it all to 4.22.. Didnt work and lost most of it >< cry. Still got my data tables and anims luckily so redoing it all now and make it tidier. Should of backed up.
Gonna do bpi and ac more tidy now
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ExtraLifeMatt repliedAlright, update submitted and hopefully it hits later today. Again, sorry for the issues.
I know I'm super frustrated with this update (probably should have just taken the extra month of testing) so I can only imagine the frustration on the user end, but it does have some very good fixes and features so I ask for your patience while we hammer these things out.
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