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  • replied
    Originally posted by Menelin View Post
    On one project, that setup was working fine for applying tags. On this one the tag never gets applied through the ability, but it can be applied in other ways. I was hoping you'd come across that issue before.
    Nope, I've never seen that before. Sounds like you may have a weird config file that isn't properly referencing the Tags outside of the Editor. I'd make sure you have the tags properly setup in your project options / tweak some setting so it gets re-saved, and try again.

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  • replied
    On one project, that setup was working fine for applying tags. On this one the tag never gets applied through the ability, but it can be applied in other ways. I was hoping you'd come across that issue before.

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  • replied
    Originally posted by Menelin View Post
    Do you know the solution to my other problem with the ability tag?
    I don't quite understand your issue, looks you have it set properly on all the images you showed.

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  • replied
    Do you know the solution to my other problem with the ability tag?

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  • replied
    That might have been the tutorial I haven't done yet. I'll check it out.

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  • replied
    Originally posted by Menelin View Post
    Ok. Does the Custom Event task work that way instead?
    Custom Event uses the same paradigm, there is an "OnCustomEvent" method that you can overload and is called when ever you have a Custom Event Task. The name of the event is passed along with the event.

    I actually cover a lot of what you're trying to do in my Chain Lightning Tutorial:

    https://www.youtube.com/watch?v=3ZCfXOpMlFY

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  • replied
    Ok. Does the Custom Event task work that way instead?

    Also, I've been able to add/remove ability tags to a character through simple means like a button press on the left image, but an ability with the Set Tag task doesn't do the same.
    Attached Files
    Last edited by Menelin; 01-23-2018, 11:23 AM.

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  • replied
    Originally posted by Menelin View Post
    Ok. I now have an input pin for an able ability context reference, but I don't see how it would know it's referencing the context of this ability specifically.
    Ah, I see the problem.

    When you select "Fire Event" and give it a name on the Collision Query, that calls "OnCollisionEvent" and passes that name along. It doesn't actually make an "Event" as you see in sometimes Blueprints with things like Input and such.

    So, you simply need to add an overload to OnCollisionEvent (which will pass you all the info you need).

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  • replied
    Ok. I now have an input pin for an able ability context reference, but I don't see how it would know it's referencing the context of this ability specifically.
    Attached Files

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  • replied
    Thanks Matt!

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  • replied
    Thanks Matt!

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  • replied
    Originally posted by Hitsugen View Post
    Hey Matt,

    I was wondering if there was any way to modify ability cooldowns after the ability goes on cooldown.
    The use case for this being, reducing cooldowns as a reward for certain actions being taken, like scoring additional hits on the enemy.
    I see that on the ability you can override the CalculateCooldown function but as far as I can tell that's only called when the ability is activated
    Correct, it's currently cached for performance sake. I can add an option to always recalculate it in the next update. That's an easy, simple add.
    Originally posted by Menelin View Post
    I'm working on a gravity well ability and need to reference the ability's owner and the targets picked up by the collision query in the ability's blueprint. I'm trying this method, but I'm not getting any results.
    I'm not sure your Attract Custom Event will work given that its trying to reference a parameter passed in by the OnAbilityStart which isn't going to be valid since its not coming from the OnAbilityStart call. If you use the Custom Event Task, it passes in the context.

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  • replied
    I'm working on a gravity well ability and need to reference the ability's owner and the targets picked up by the collision query in the ability's blueprint. I'm trying this method, but I'm not getting any results.

    Attached Files
    Last edited by Menelin; 01-22-2018, 11:17 AM.

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  • replied
    Hey Matt,

    I was wondering if there was any way to modify ability cooldowns after the ability goes on cooldown.
    The use case for this being, reducing cooldowns as a reward for certain actions being taken, like scoring additional hits on the enemy.
    I see that on the ability you can override the CalculateCooldown function but as far as I can tell that's only called when the ability is activated

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  • replied
    Originally posted by ES-StuBedore View Post

    It randomly happens 1/100 times, I can sit there and spam the skill and 99 times it will work perfectly but one random time it crashes with that exception, I'll check code but ya.
    If the actor is getting cleaned up while the Ability is occurring, that could cause it. That's the only other thing I would check - but if this is on the Player, it shouldn't matter. I'd put some Nullptr checks on the when you create the context, maybe add some logging that shows up if the Ability Component you are passing in IsPendingKill or null.

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