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  • replied
    I have one suggestion, "SpawnActor" task should design like other task, such as "PlayAnimation". SpawnActor task should spawn actor according to targets, because we want to spawn a actor at each target actor's location. I modified it by myself, so i hope you can update. Thanks!

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  • replied
    Originally posted by shadowkami View Post
    I open the CE1_Shooter project,And I fix Rocketlauncher "SpawnActor" node ,and fix it Owner "self" to "Owner", and i open Explode and add "CustomEvent" Node,i try print this abl Context "GetOwner",it always print "Rocket",not Character.it's onwer's owner print "FirstPersonCharacter'. Is it a bug?

    _________________________________
    sorry ,my mistake,this owner is Context's Owner,not actor.
    So I assume you got things all figured out?

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  • replied
    Hello, I found another bug again(I'm George.Xiao). When i delete a task which is dependenced by other task, other task will never fire during runtime. I modify it like this.

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  • replied
    I open the CE1_Shooter project,And I fix Rocketlauncher "SpawnActor" node ,and fix it Owner "self" to "Owner", and i open Explode and add "CustomEvent" Node,i try print this abl Context "GetOwner",it always print "Rocket",not Character.it's onwer's owner print "FirstPersonCharacter'. Is it a bug?

    _________________________________
    sorry ,my mistake,this owner is Context's Owner,not actor.
    Last edited by shadowkami; 11-28-2017, 10:27 PM.

    Leave a comment:


  • replied
    Originally posted by George.Xiao View Post
    I have a question.
    I find a bug(mybe not a bug), in "UAblAbilityInstance::AddAdditionalTargets" this function i changed it like this "if (!UniqueEntries/*CurrentTargets*/.Contains(Target))", because CurrentTargets always empty, this will cause got same target multi-times.
    Yea, this is fixed in my next update. I'm just looking at one more issue before I push it out. Thanks for reporting this though. I'll also look at FilterSelf before I push the next update as well.

    shadowkami


    Unfortunately I don't have a 100% Blueprint base class you could use to add new Tasks. It's certainly do-able though... I'll look at adding that in the next update.

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  • replied
    Thanks this plugin,could i add custom node like "turn to" by blueprint class like UE4 animnotiy node?
    like this image
    Attached Files

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  • replied
    Thanks this plugin,could i add custom node like "turn to" by blueprint class like UE4 animnotiy node?
    like this image
    Attached Files

    Leave a comment:


  • replied
    I have another question.
    I find a bug(mybe not a bug), "UAblCollisionFilterSelf::Filter" this function's implement have some problem, you may not use "break;" imidately, because "InOutArray" always contains self actor not just one but many

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  • replied
    I have a question.
    I find a bug(mybe not a bug), in "UAblAbilityInstance::AddAdditionalTargets" this function i changed it like this "if (!UniqueEntries/*CurrentTargets*/.Contains(Target))", because CurrentTargets always empty, this will cause got same target multi-times.

    Leave a comment:


  • replied
    Originally posted by CrimsonWingzz View Post
    Alright, here's the gif, I took it in Gyazo so I apologize for any frame stutters: https://i.gyazo.com/00ed3e0f3f80a0f8...d7892a1e32.gif
    Hmm, the rotation looks correct, it's just the extents are getting changed... I'll dig into this and let you know what I find.

    Leave a comment:


  • replied
    Alright, here's the gif, I took it in Gyazo so I apologize for any frame stutters: https://i.gyazo.com/00ed3e0f3f80a0f8...d7892a1e32.gif

    Leave a comment:


  • replied
    Originally posted by ExtraLifeMatt View Post

    That may help. How are you visualizing the query? Just turning on "Show Collision Queries" in the Ability editor?
    I'm doing the console command "Able.DrawQueryDebug 1", not sure if that's the correct way of doing it; let me get you a quick gif, I'm doing a different route using raycasts from the weapon, but it definitely could be good to look into the box collision query issue just in case if I or other developers need it in the future.

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  • replied
    Originally posted by CrimsonWingzz View Post

    Yes, I do indeed. I'm not sure if my root bone is getting screwed up, I also tried my root foot IK, sadly it seems to be the same issue, I can grab a few gifs/screenshots if you like for visual representation.
    That may help. How are you visualizing the query? Just turning on "Show Collision Queries" in the Ability editor?

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  • replied
    Originally posted by ExtraLifeMatt View Post

    Do you have the Query using the socket rotation?
    Yes, I do indeed. I'm not sure if my root bone is getting screwed up, I also tried my root foot IK, sadly it seems to be the same issue, I can grab a few gifs/screenshots if you like for visual representation.

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  • replied
    Originally posted by CrimsonWingzz View Post
    Hey ExtraLifeMatt

    Not sure if I'm doing something wrong or if my animation system is yet again screwing with things (good ol' Locomotion System), but the box collision query seems to change size randomly in different rotations, any ideas?
    Do you have the Query using the socket rotation?

    Leave a comment:

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