Announcement

Collapse
No announcement yet.

Able Ability System Info and Support Thread

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • replied
    The problem with the official tutorials is that it assumes I have a background in coding. The first step is to find the root directory and run GenerateProjectFiles.bat, but it's not in any of the UE folders I've looked at.

    Leave a comment:


  • replied
    Originally posted by Calibursz View Post
    Im having issues when the Server is playing an ability, the Client will see the Server play the ability but the rotation is wrong. However When the Client plays an Ability, the Server sees it right. Any idea why this happens?
    Are you replicating out your character rotation? Able doesn't control that, so you need to make sure you're properly setting your movement replication on the character. Or are you using some task in particular you are seeing this issue with?
    Originally posted by Mozzy306 View Post
    How do I use Damage types with this plugin?
    Define Damage Types. Do you mean the UE4 ones? Like Radial, etc? Those aren't currently supported. The best way to do damage types in Able is to simply use GameplayTags. You can see my tutorial on that here: https://www.youtube.com/watch?v=-cAP5eqTb2Y

    Leave a comment:


  • replied
    How do I use Damage types with this plugin?

    Leave a comment:


  • replied
    Im having issues when the Server is playing an ability, the Client will see the Server play the ability but the rotation is wrong. However When the Client plays an Ability, the Server sees it right. Any idea why this happens?

    Leave a comment:


  • replied
    Originally posted by Menelin View Post

    I'm seeing many different tutorials on how to build the engine from source. Do you know of one that would be best for what we're trying to do here?
    The official ones seem fine:

    https://docs.unrealengine.com/latest...ine/index.html

    https://docs.unrealengine.com/latest...gUnrealEngine/

    Leave a comment:


  • replied
    Originally posted by ExtraLifeMatt View Post

    You have to build the Engine from Source to find that file, but then it'll be under: Engine\Source\Editor\UnrealEd\Private\Kismet2
    I'm seeing many different tutorials on how to build the engine from source. Do you know of one that would be best for what we're trying to do here?

    Leave a comment:


  • replied
    Originally posted by Kuro_Dev View Post
    I remembered my other question. So I have this mine actor that plays an explosion ability when the player runs over it. The issue I'm running into is that it is damaging the player twice. I have it set to read out exploded when the ability plays and the player is set to read out how much damage is being received. I'm getting one exploded message but two received damage messages.
    You could check and make sure your query isn't somehow picking up the same actor twice, for example if your player has multiple collision volumes on him. Turning on "Verbose" for the Collision Query/Sweep should tell you exactly what actor was picked up and why.

    Leave a comment:


  • replied
    I remembered my other question. So I have this mine actor that plays an explosion ability when the player runs over it. The issue I'm running into is that it is damaging the player twice. I have it set to read out exploded when the ability plays and the player is set to read out how much damage is being received. I'm getting one exploded message but two received damage messages.

    Leave a comment:


  • replied
    Originally posted by Kuro_Dev View Post
    Ok so I have a couple questions. First what's the difference between a collision query and a collision sweep and what's a good time to use one versus the other? Is there a way you prioritize a certain branch condition over others, such as if I have an ability that has multiple branches tied to different buttons and I want to make sure that if the user presses two buttons simultaneously then only the one with priority executes. There was a third one but I forgot so I'll ask later.
    A Query checks a single location. A Sweep checks along a linear path.

    Branch conditions are executed in order by time, so in theory, you could just order them using really small values (0.00001) to prioritize which ones you want to execute first.

    Leave a comment:


  • replied
    Ok so I have a couple questions. First what's the difference between a collision query and a collision sweep and what's a good time to use one versus the other? Is there a way you prioritize a certain branch condition over others, such as if I have an ability that has multiple branches tied to different buttons and I want to make sure that if the user presses two buttons simultaneously then only the one with priority executes. There was a third one but I forgot so I'll ask later.

    Leave a comment:


  • replied
    Originally posted by riuthamus View Post
    ExtraLifeMatt, mostly just wanted to see how active you were with the plugin, this post secured a purchase from us! <3 I will let you know if we need any help. Excited to use this for our project. The plugin itself looks top quality and the visual editor must have taken forever. A+ man.
    Oh yea, I'm very active with it. Trying to focus more on bugs and QoL stuff lately. But I'm always answering emails / posting in here. I also use it in my own projects, so it gets lots of use and hopefully gets more stable / more fully featured each release. There's also a few big name studios using it for prototyping / jump starting their own tech - so hopefully I'll be able to share more about that soon.
    Originally posted by Menelin View Post
    I'm glad my problem with testing multiplayer wasn't an isolated situation. Where would I find BlueprintEditorUtils.cpp to add the code?
    You have to build the Engine from Source to find that file, but then it'll be under: Engine\Source\Editor\UnrealEd\Private\Kismet2

    My hope is to get that fix in an release of UE4 so you don't have to manually add that line, but I need to figure out why nullptrs are getting into the Blueprint Graph at that stage and why Able seems so good at causing it.

    Leave a comment:


  • replied
    I'm glad my problem with testing multiplayer wasn't an isolated situation. Where would I find BlueprintEditorUtils.cpp to add the code?

    Leave a comment:


  • replied
    ExtraLifeMatt, mostly just wanted to see how active you were with the plugin, this post secured a purchase from us! <3 I will let you know if we need any help. Excited to use this for our project. The plugin itself looks top quality and the visual editor must have taken forever. A+ man.

    Leave a comment:


  • replied
    Originally posted by riuthamus View Post
    Do you plan on adding more tutorial videos? the last one was May. Just wondering.
    I do them when I get a particularly good (or frequent) question, or random inspiration. So, maybe?

    EDIT: Is there a tutorial you were hoping for? I'm always open to ideas.
    Last edited by ExtraLifeMatt; 01-28-2018, 09:00 PM.

    Leave a comment:


  • replied
    Do you plan on adding more tutorial videos? the last one was May. Just wondering.

    Leave a comment:

Working...
X