I have a question.
Can I handle input inside an ability? Preferably on Even graph?
My thing is that I have an ability that uses an animation with root motion but I want to rotate the character towards the input from analog stick while performing this animation.
There would be different kind of abilities that need to interpret input differently - so I assumed the best option is to just implement input interpretation in abilities since doing it inside the character and remembering all different input interpretations for abilities there just sounds horrible.
Is it possible?
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ExtraLifeMatt repliedOriginally posted by TVwj View PostI have a few questions.
Is there a way to get the ability length for branching abilities? I get the first ability length to stop moving until done, but I don't know how to get the length of branching abilities if they are played. With the way I have it set up right now, it sometimes works depending on when I press my attack button to go the next branch, but I want it to work all the time.
Could you also elaborate on the possession task? I am able to possess fine, but unpossessing does not return to my original character. Do I need to add more logic for this to happen?
The possession someone recently reported as broken. I'm not sure what's going on there yet since I merely call "Unpossess" which is supposed to magically handle things - but I'll dig into it.
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TVwj repliedI have a few questions.
Is there a way to get the ability length for branching abilities? I get the first ability length to stop moving until done, but I don't know how to get the length of branching abilities if they are played. With the way I have it set up right now, it sometimes works depending on when I press my attack button to go the next branch, but I want it to work all the time.
Could you also elaborate on the possession task? I am able to possess fine, but unpossessing does not return to my original character. Do I need to add more logic for this to happen?
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FuTou repliedOriginally posted by ExtraLifeMatt View Post
Correct, Able doesn't come with a stat system but is written to hook into any stat system rather painlessly. Able simply asks you for the final value to apply as damage, or cooldown reduction, etc - and you can do whatever math your stats system requires.
You can use Gameplay Ability System's Attribute sets, but if you want to modify those attributes from within Able, you'd need to craft a special task that allows you to apply GAS effects to those stats.
You can also find a stat system on the marketplace you like and that should work just as well.
In my own projects, I just have a very simple stat system since my games don't require anything crazy.
I'm guessing it could be a very common use case that maybe you can consider to teach users how to do. But I'm just one user, so I'm not sure I can say that.
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AngeIV repliedI know how to get it working. It’s just that entire system revolts around integers. Have no percentage values. And only floats im using is stamina. And its a tick inreamenting value, but not replicates. One might think that time flows the same on dedicated server and client but unfortunately it is not so and from time time to time values are out of sync for a small window of time. I wish to have as little replicated values as possible as any real relevant actions take place on the server i may want to replicate values only if i need to rep notify user that there was a change in value. In general i dislike working with floats.
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ExtraLifeMatt repliedOriginally posted by AngeIV View Post
I absolutely ,love everything about that answer :> It nulls my next question regard instant execution on the owning client
I run a D20 game so all my stats are integers and working with game-play stats and gameplay.abilities require working with floats that are not very precise when it comes down to comparing values.
Where were you all my life!
I'm testing this on the impropable GDK https://www.unrealengine.com/marketp...evelopment-kit
It should work
For example,
Integers
Code:int a = 20; int b = 20; if (a == b) // This is fine, because integers are always whole numbers. { // Stuff. }
Code:float a = 20.0f; float b = 20.0f; if (FMath::IsNearlyEqual(a, b, 0.000001f)) // This is equivalent to the integer version, but allows for floating point error to not become an issue. { // Stuff }
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AngeIV repliedOriginally posted by ExtraLifeMatt View Post
Can Execute Ability will only be executed on the Server if you're using a networked game. My background is in MMOs (I worked on both Star Wars Galaxies and Star Wars: The Old Republic, not to mention a few other multiplayer titles) so I'm paranoid about that stuff.
Able will forward all ability requests to the server for validation before replicating things out. At worst case, if you have someone cheating or altering memory values, they would see themselves do an Ability but the server would throw it away and all remote clients wouldn't see it - so, only the cheater is getting a bad experience.
I run a D20 game so all my stats are integers and working with game-play stats and gameplay.abilities require working with floats that are not very precise when it comes down to comparing values.
Where were you all my life!
I'm testing this on the impropable GDK https://www.unrealengine.com/marketp...evelopment-kit
It should work
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ExtraLifeMatt repliedOriginally posted by FuTou View PostHi, Able is fantastic, thank you for making that! I have a question to ask regarding combining Able with player stats/attributes.
In my understanding, Able is very suitable for making skills, and in MMO/MOBA/RPG, skills are often interacting with stats, and it's deep interwining. For example, we have 2 Buffs(or 2 passive abilities), one add to stat by percentage, another add to stat by linear value. Here comes several insteresting things, such as who calculate first, and how to preview the stats on client, and how they affect damage calculations.
I'm assuming Able doesn't come with a stats system, so in your opinion, what's the best practice of doing that?
For example, Unreal has a built in Gameplay Ability system, including "attribute set", and "effect" which can modify them.
For example, there could be other assets on Marketplace for attributes, although I didn't search for it.
I don't have deep understanding of Able yet, so I'm hoping maybe you can give some directions on that. Thanks in advance!
You can use Gameplay Ability System's Attribute sets, but if you want to modify those attributes from within Able, you'd need to craft a special task that allows you to apply GAS effects to those stats.
You can also find a stat system on the marketplace you like and that should work just as well.
In my own projects, I just have a very simple stat system since my games don't require anything crazy.
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FuTou repliedHi, Able is fantastic, thank you for making that! I have a question to ask regarding combining Able with player stats/attributes.
In my understanding, Able is very suitable for making skills, and in MMO/MOBA/RPG, skills are often interacting with stats, and it's deep interwining. For example, we have 2 Buffs(or 2 passive abilities), one add to stat by percentage, another add to stat by linear value. Here comes several insteresting things, such as who calculate first, and how to preview the stats on client, and how they affect damage calculations.
I'm assuming Able doesn't come with a stats system, so in your opinion, what's the best practice of doing that?
For example, Unreal has a built in Gameplay Ability system, including "attribute set", and "effect" which can modify them.
For example, there could be other assets on Marketplace for attributes, although I didn't search for it.
I don't have deep understanding of Able yet, so I'm hoping maybe you can give some directions on that. Thanks in advance!
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ExtraLifeMatt repliedOriginally posted by AngeIV View PostExtraLifeMatt Hi, I just wanted to tell you that I figured out the bad animation blending for montages. Still got issues working with anim graph node, but it doesn't matter as montages give a lot more flexibility regard looping, reusing same animations etc.
ABLE is an incredible solution. How you can use it is just to your imagination, as you can implement any mana system, any category triggers. and the new rewritten networking and event execution triggers perfectly.
I have only one question I cant find answer on the help website: does "can execute ability" is being triggered and checked on authority or whatever trigger Im checking it must be replicated to actually work properly and be cheat-proof?
Im doing a melee combat system for FP, and Im checking on stamina, that does replenish on tick. I don't want to replicate a value that is replanishing on tick, however I wish to check the value on server to see if ability should be triggered.
Are there any tips and tricks for multiplayer use?
Able will forward all ability requests to the server for validation before replicating things out. At worst case, if you have someone cheating or altering memory values, they would see themselves do an Ability but the server would throw it away and all remote clients wouldn't see it - so, only the cheater is getting a bad experience.
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AngeIV repliedExtraLifeMatt Hi, I just wanted to tell you that I figured out the bad animation blending for montages. Still got issues working with anim graph node, but it doesn't matter as montages give a lot more flexibility regard looping, reusing same animations etc.
ABLE is an incredible solution. How you can use it is just to your imagination, as you can implement any mana system, any category triggers. and the new rewritten networking and event execution triggers perfectly.
I have only one question I cant find answer on the help website: does "can execute ability" is being triggered and checked on authority or whatever trigger Im checking it must be replicated to actually work properly and be cheat-proof?
Im doing a melee combat system for FP, and Im checking on stamina, that does replenish on tick. I don't want to replicate a value that is replanishing on tick, however I wish to check the value on server to see if ability should be triggered.
Are there any tips and tricks for multiplayer use?
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TVwj repliedOriginally posted by ExtraLifeMatt View Post
The preview actor is likely not using the correct skeleton as your in-game version. That's likely the discrepancy there. As for the scale with Attach To Socket, I'll look into that (not sure why that would affect it - but you never know).
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ExtraLifeMatt repliedOriginally posted by TVwj View PostI have a couple problems with particles. When I attach to socket, the preview still shows it appearing at the base of my character. However, in game it works fine. In addition, changing the scale while the particle is attached to a socket does not affect it at all. The particle will still have the default look of a 1.0 scale. These problems only occur when I check the "attach to socket."
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TVwj repliedI have a couple problems with particles. When I attach to socket, the preview still shows it appearing at the base of my character. However, in game it works fine. In addition, changing the scale while the particle is attached to a socket does not affect it at all. The particle will still have the default look of a 1.0 scale. These problems only occur when I check the "attach to socket."
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ExtraLifeMatt repliedOriginally posted by Vaei View PostAny plans to add GAS (Gameplay Ability System) integration?
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