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Able Ability System Info and Support Thread

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  • replied
    In the ablDamageEventTask.cpp you pass an empty FDamageEvent to the actor's TakeDamage. It would be nice to have a way to set an FDamageEvent to be passed.

    I rather have the TakeDamage method determine the amount of damage that finally gets applied. That way the logic is in a central place to account for damage coming from some other technique.

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  • replied
    Originally posted by ExtraLifeMatt View Post

    Never seen that one. Do you have GC turned up to some crazy high value? Those actors should be cleaned up.
    Happens constantly and I have to reload the editor to get rid of it. As for GC - sure, I can check it. One question - what's a GC? Since I'm using a minty mint 4.19 with a couple of free plugins I doubt that I've changed it from default value, whatever it could be.

    Originally posted by ExtraLifeMatt View Post
    Not currently. It's not crazy to add. Just change the play rate from a float to FSplineCurve and update things as needed. I'm slightly hesitant to add that in by default simply because it seems like a fairly specific requirement. Seems like most people keep it at one value rather than use a curve (and the cost that goes with it).
    I need it mostly to drive the melee 1-2-3 chain animation and create "windows" for combo branching. When I try controlling the montage directly via animBP I end up with a crappy behavior because Able is not aware of length change. So far I can't change the variable from float to curve because that involves doing some codeworks, which I currently pretty much suck in. And it will surely turn into a mess when I'll try to modify someone else's code.
    I have no idea what is the difference in costs between them, I'l have to dig on this later. So far I'm focused on getting things to work at all and they kinda don't.

    Also one more thing - can I get a custom event from the time line to fire a custom event from the ability's BP Graph? Naming them the same would me my first guess, but that didn't work. All I found was a "function override way" from your lightning tutorial, but that is something I can't get to work either. All I need is to fire a custom event in graph once a custom event in the Timeline is fired.

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  • replied
    Originally posted by Roland_Price View Post
    After working for 5-10 minutes preview stage gets also populated with broken preview assets
    Never seen that one. Do you have GC turned up to some crazy high value? Those actors should be cleaned up.
    Originally posted by Roland_Price View Post
    Also - is there a way to control an ability Play rate via custom curve, much like the "Montage Set Play Rate" node where you can feed the curve into New Play Rate connection?
    Not currently. It's not crazy to add. Just change the play rate from a float to FSplineCurve and update things as needed. I'm slightly hesitant to add that in by default simply because it seems like a fairly specific requirement. Seems like most people keep it at one value rather than use a curve (and the cost that goes with it).

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  • replied
    Also - is there a way to control an ability Play rate via custom curve, much like the "Montage Set Play Rate" node where you can feed the curve into New Play Rate connection?

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  • replied
    After working for 5-10 minutes preview stage gets also populated with broken preview assets

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  • replied
    Originally posted by acxsasx View Post

    Sigh. Sorry to have wasted your time. I did not retarget the animation.
    No worries. Glad you got it figured out!

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  • replied
    Originally posted by ExtraLifeMatt View Post

    Ah, sorry. I assume it works with Single Node, right? That generally means one of your State Machine Parameters isn't correct - but things look okay in the video. Did you ever get the Dedicated Server example to compile for you? I believe I use an animation in that one and it's setup properly.
    Regarding the Dedicated Server example, I have not gone back to that as of yet.

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  • replied
    Originally posted by acxsasx View Post

    Ok...so I decided to try the third person run animation. It works. I had glitches until I hit "Reset Preview Asset".

    So it must be something with the animation from SnS that it is not liking...
    Sigh. Sorry to have wasted your time. I did not retarget the animation.

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  • replied
    Originally posted by acxsasx View Post

    That addresses the stuck pose which I appreciate but is not the main goal I had. The problem I am trying to solve is playing the animation specified. The TPose is still being shown.
    Ah, sorry. I assume it works with Single Node, right? That generally means one of your State Machine Parameters isn't correct - but things look okay in the video. Did you ever get the Dedicated Server example to compile for you? I believe I use an animation in that one and it's setup properly.

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  • replied
    Originally posted by acxsasx View Post

    That addresses the stuck pose which I appreciate but is not the main goal I had. The problem I am trying to solve is playing the animation specified. The TPose is still being shown.
    Ok...so I decided to try the third person run animation. It works. I had glitches until I hit "Reset Preview Asset".

    So it must be something with the animation from SnS that it is not liking...

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  • replied
    Originally posted by ExtraLifeMatt View Post

    Yea, so it is getting stuck in the Ability Node State Machine.

    Try adding an extra check to your Animation Blueprint to check for "Is Playing Ability" before you set that boolean. So the logic would read like "If (HasAbilityAnimation AND IsPlayingAbility) HasAbilityAnimation? = true, else false"
    That addresses the stuck pose which I appreciate but is not the main goal I had. The problem I am trying to solve is playing the animation specified. The TPose is still being shown.

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  • replied
    Originally posted by acxsasx View Post

    I understand. Here it is.

    https://youtu.be/1WQ8ZXysCH8
    Yea, so it is getting stuck in the Ability Node State Machine.

    Try adding an extra check to your Animation Blueprint to check for "Is Playing Ability" before you set that boolean. So the logic would read like "If (HasAbilityAnimation AND IsPlayingAbility) HasAbilityAnimation? = true, else false"

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  • replied
    Originally posted by ExtraLifeMatt View Post

    That so much looks like your animation blueprint isn't properly feeding in the data. How are you populating the "Is Ability Animation?" field?
    I understand. Here it is.

    https://youtu.be/1WQ8ZXysCH8

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  • replied
    Originally posted by acxsasx View Post
    I went ahead and made a quick video showing it. https://youtu.be/-TNSK13nWuw
    That so much looks like your animation blueprint isn't properly feeding in the data. How are you populating the "Is Ability Animation?" field?

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  • replied
    I went ahead and made a quick video showing it. https://youtu.be/-TNSK13nWuw

    Leave a comment:

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