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  • replied
    Originally posted by AngeIV View Post
    Two questions:
    1) Can I modify single ability or all ability cooldowntime by a ratio? In example if I have a talent or item that reduces cooldowns by 10% or 0.5 sec for all active?
    2) Can I in any way modify the playrate of the entire ability? For example If I have an ability with anim montage, 3 sounds timed to that montage, and a custm event (reload) - can I make a quick reload by playing this ability 1.2x ? Would it still be in sync?

    I'm afraid that answer for both is no
    The first answer is yes, there is a Blueprint method called GetCooldown which you can override with whatever logic you want. You can use GetBaseCooldown to return the value you have set on the Ability itself, then check stats/logic/whatever on how you want to modify that value.

    The second answer is no, but you could create a quick load version and just have some logic that says "If I have this buff/stat/whatever, then play the quick reload - otherwise play the normal reload". I can look at making that more dynamic in the meantime.

    Leave a comment:


  • replied
    Two questions:
    1) Can I modify single ability or all ability cooldowntime by a ratio? In example if I have a talent or item that reduces cooldowns by 10% or 0.5 sec for all active?
    2) Can I in any way modify the playrate of the entire ability? For example If I have an ability with anim montage, 3 sounds timed to that montage, and a custm event (reload) - can I make a quick reload by playing this ability 1.2x ? Would it still be in sync?

    I'm afraid that answer for both is no

    Leave a comment:


  • replied
    Originally posted by intoxicat3 View Post
    Big thanks! Any chace you can let us know here when update will be live? I can't find a method to find plugin version in Marketplace (maybe update description so we will know which version is live?)
    You'll likely know as soon as I do. The marketplace should tell you there are updates available. Right now it's still in processing and there was an issue with the submission for 4.15 that Epic is looking at (bug in the submission page it seems).

    Leave a comment:


  • replied
    Alright v1.90 has been submitted
    Big thanks! Any chace you can let us know here when update will be live? I can't find a method to find plugin version in Marketplace (maybe update description so we will know which version is live?)

    Leave a comment:


  • replied
    Alright v1.90 has been submitted. Notes below:

    - Fixed an issue where Passives would crash if you tried to cancel them.
    - Fixed an issue where sometimes Passives would not fire OnAbilityEnd.
    - Added C++ Delegates for OnAbilityStart/OnAbilityEnd (these are called before the Blueprint versions). You can find them on the Ability Component.
    - Added GetAbilityCooldownRatio and GetAbilityCooldownTotal to the Ability Component, these methods return the ratio of the provided Ability's cooldown and what the actual cooldown value that was calculated is. If you want the current Cooldown time in seconds, just multiply them together.
    - Selecting a Preview Asset will now try to preload things before loading the window. This will at least give you a warning if you are about to load a lot of assets so you know what to expect.
    - Few Non-Unity build fixes.

    Leave a comment:


  • replied
    Originally posted by intoxicat3 View Post
    And I can't create build:
    Code:
    UATHelper: Packaging (Windows (64-bit)): E:\Azure\Rogal\Plugins\Able\Source\AbleCore\Classes\ablAbilityDebug.h(19): error C4430: missing type specifier - int assumed. Note: C++ does not support default-int
    UATHelper: Packaging (Windows (64-bit)): E:\Azure\Rogal\Plugins\Able\Source\AbleCore\Classes\ablAbilityDebug.h(19): error C2143: syntax error: missing ',' before '*'
    UATHelper: Packaging (Windows (64-bit)): E:\Azure\Rogal\Plugins\Able\Source\AbleCore\Classes\ablAbilityDebug.h(22): error C4430: missing type specifier - int assumed. Note: C++ does not support default-int
    UATHelper: Packaging (Windows (64-bit)): E:\Azure\Rogal\Plugins\Able\Source\AbleCore\Classes\ablAbilityDebug.h(22): error C2143: syntax error: missing ',' before '*'
    UATHelper: Packaging (Windows (64-bit)): E:\Azure\Rogal\Plugins\Able\Source\AbleCore\Classes\ablAbilityDebug.h(25): error C4430: missing type specifier - int assumed. Note: C++ does not support default-int
    UATHelper: Packaging (Windows (64-bit)): E:\Azure\Rogal\Plugins\Able\Source\AbleCore\Classes\ablAbilityDebug.h(25): error C2143: syntax error: missing ',' before '*'
    UATHelper: Packaging (Windows (64-bit)): E:\Azure\Rogal\Plugins\Able\Source\AbleCore\Classes\ablAbilityDebug.h(28): error C4430: missing type specifier - int assumed. Note: C++ does not support default-int
    UATHelper: Packaging (Windows (64-bit)): E:\Azure\Rogal\Plugins\Able\Source\AbleCore\Classes\ablAbilityDebug.h(28): error C2143: syntax error: missing ',' before '*'
    UATHelper: Packaging (Windows (64-bit)): E:\Azure\Rogal\Plugins\Able\Source\AbleCore\Classes\ablAbilityDebug.h(31): error C4430: missing type specifier - int assumed. Note: C++ does not support default-int
    UATHelper: Packaging (Windows (64-bit)): E:\Azure\Rogal\Plugins\Able\Source\AbleCore\Classes\ablAbilityDebug.h(31): error C2143: syntax error: missing ',' before '*'
    UATHelper: Packaging (Windows (64-bit)): E:\Azure\Rogal\Plugins\Able\Source\AbleCore\Classes\ablAbilityDebug.h(34): error C4430: missing type specifier - int assumed. Note: C++ does not support default-int
    UATHelper: Packaging (Windows (64-bit)): E:\Azure\Rogal\Plugins\Able\Source\AbleCore\Classes\ablAbilityDebug.h(34): error C2143: syntax error: missing ',' before '*'
    UATHelper: Packaging (Windows (64-bit)): E:\Azure\Rogal\Plugins\Able\Source\AbleCore\Classes\ablAbilityDebug.h(37): error C4430: missing type specifier - int assumed. Note: C++ does not support default-int
    UATHelper: Packaging (Windows (64-bit)): E:\Azure\Rogal\Plugins\Able\Source\AbleCore\Classes\ablAbilityDebug.h(37): error C2143: syntax error: missing ',' before '*'
    UATHelper: Packaging (Windows (64-bit)): E:\Azure\Rogal\Plugins\Able\Source\AbleCore\Classes\ablAbilityDebug.h(40): error C4430: missing type specifier - int assumed. Note: C++ does not support default-int
    UATHelper: Packaging (Windows (64-bit)): E:\Azure\Rogal\Plugins\Able\Source\AbleCore\Classes\ablAbilityDebug.h(40): error C2143: syntax error: missing ',' before '*'
    UATHelper: Packaging (Windows (64-bit)): E:\Azure\Rogal\Plugins\Able\Source\AbleCore\Classes\ablAbilityDebug.h(43): error C4430: missing type specifier - int assumed. Note: C++ does not support default-int
    UATHelper: Packaging (Windows (64-bit)): E:\Azure\Rogal\Plugins\Able\Source\AbleCore\Classes\ablAbilityDebug.h(43): error C2143: syntax error: missing ',' before '*'
    UATHelper: Packaging (Windows (64-bit)): ablSettings.gen.cpp
    UATHelper: Packaging (Windows (64-bit)): AbleCore.init.gen.cpp
    UATHelper: Packaging (Windows (64-bit)): E:\Azure\Rogal\Plugins\Able\Source\AbleCore\Private\ablAbilityDebug.cpp(9): error C2143: syntax error: missing ';' before '<'
    UATHelper: Packaging (Windows (64-bit)): E:\Azure\Rogal\Plugins\Able\Source\AbleCore\Private\ablAbilityDebug.cpp(9): error C4430: missing type specifier - int assumed. Note: C++ does not support default-int
    UATHelper: Packaging (Windows (64-bit)): E:\Azure\Rogal\Plugins\Able\Source\AbleCore\Private\ablAbilityDebug.cpp(10): error C2143: syntax error: missing ';' before '<'
    You should add #include "Runtime/Engine/Classes/Engine/World.h" to this class.
    Hmm, Interesting... When I package the plugin I don't get that error (and neither did Epic). Did you make a change to that file? If so, that would break it out of the unity build file and could change the include order.

    Leave a comment:


  • replied
    And I can't create build:
    Code:
    UATHelper: Packaging (Windows (64-bit)):   E:\Azure\Rogal\Plugins\Able\Source\AbleCore\Classes\ablAbilityDebug.h(19): error C4430: missing type specifier - int assumed. Note: C++ does not support default-int
    UATHelper: Packaging (Windows (64-bit)):   E:\Azure\Rogal\Plugins\Able\Source\AbleCore\Classes\ablAbilityDebug.h(19): error C2143: syntax error: missing ',' before '*'
    UATHelper: Packaging (Windows (64-bit)):   E:\Azure\Rogal\Plugins\Able\Source\AbleCore\Classes\ablAbilityDebug.h(22): error C4430: missing type specifier - int assumed. Note: C++ does not support default-int
    UATHelper: Packaging (Windows (64-bit)):   E:\Azure\Rogal\Plugins\Able\Source\AbleCore\Classes\ablAbilityDebug.h(22): error C2143: syntax error: missing ',' before '*'
    UATHelper: Packaging (Windows (64-bit)):   E:\Azure\Rogal\Plugins\Able\Source\AbleCore\Classes\ablAbilityDebug.h(25): error C4430: missing type specifier - int assumed. Note: C++ does not support default-int
    UATHelper: Packaging (Windows (64-bit)):   E:\Azure\Rogal\Plugins\Able\Source\AbleCore\Classes\ablAbilityDebug.h(25): error C2143: syntax error: missing ',' before '*'
    UATHelper: Packaging (Windows (64-bit)):   E:\Azure\Rogal\Plugins\Able\Source\AbleCore\Classes\ablAbilityDebug.h(28): error C4430: missing type specifier - int assumed. Note: C++ does not support default-int
    UATHelper: Packaging (Windows (64-bit)):   E:\Azure\Rogal\Plugins\Able\Source\AbleCore\Classes\ablAbilityDebug.h(28): error C2143: syntax error: missing ',' before '*'
    UATHelper: Packaging (Windows (64-bit)):   E:\Azure\Rogal\Plugins\Able\Source\AbleCore\Classes\ablAbilityDebug.h(31): error C4430: missing type specifier - int assumed. Note: C++ does not support default-int
    UATHelper: Packaging (Windows (64-bit)):   E:\Azure\Rogal\Plugins\Able\Source\AbleCore\Classes\ablAbilityDebug.h(31): error C2143: syntax error: missing ',' before '*'
    UATHelper: Packaging (Windows (64-bit)):   E:\Azure\Rogal\Plugins\Able\Source\AbleCore\Classes\ablAbilityDebug.h(34): error C4430: missing type specifier - int assumed. Note: C++ does not support default-int
    UATHelper: Packaging (Windows (64-bit)):   E:\Azure\Rogal\Plugins\Able\Source\AbleCore\Classes\ablAbilityDebug.h(34): error C2143: syntax error: missing ',' before '*'
    UATHelper: Packaging (Windows (64-bit)):   E:\Azure\Rogal\Plugins\Able\Source\AbleCore\Classes\ablAbilityDebug.h(37): error C4430: missing type specifier - int assumed. Note: C++ does not support default-int
    UATHelper: Packaging (Windows (64-bit)):   E:\Azure\Rogal\Plugins\Able\Source\AbleCore\Classes\ablAbilityDebug.h(37): error C2143: syntax error: missing ',' before '*'
    UATHelper: Packaging (Windows (64-bit)):   E:\Azure\Rogal\Plugins\Able\Source\AbleCore\Classes\ablAbilityDebug.h(40): error C4430: missing type specifier - int assumed. Note: C++ does not support default-int
    UATHelper: Packaging (Windows (64-bit)):   E:\Azure\Rogal\Plugins\Able\Source\AbleCore\Classes\ablAbilityDebug.h(40): error C2143: syntax error: missing ',' before '*'
    UATHelper: Packaging (Windows (64-bit)):   E:\Azure\Rogal\Plugins\Able\Source\AbleCore\Classes\ablAbilityDebug.h(43): error C4430: missing type specifier - int assumed. Note: C++ does not support default-int
    UATHelper: Packaging (Windows (64-bit)):   E:\Azure\Rogal\Plugins\Able\Source\AbleCore\Classes\ablAbilityDebug.h(43): error C2143: syntax error: missing ',' before '*'
    UATHelper: Packaging (Windows (64-bit)):   ablSettings.gen.cpp
    UATHelper: Packaging (Windows (64-bit)):   AbleCore.init.gen.cpp
    UATHelper: Packaging (Windows (64-bit)):   E:\Azure\Rogal\Plugins\Able\Source\AbleCore\Private\ablAbilityDebug.cpp(9): error C2143: syntax error: missing ';' before '<'
    UATHelper: Packaging (Windows (64-bit)):   E:\Azure\Rogal\Plugins\Able\Source\AbleCore\Private\ablAbilityDebug.cpp(9): error C4430: missing type specifier - int assumed. Note: C++ does not support default-int
    UATHelper: Packaging (Windows (64-bit)):   E:\Azure\Rogal\Plugins\Able\Source\AbleCore\Private\ablAbilityDebug.cpp(10): error C2143: syntax error: missing ';' before '<'
    You should add #include "Runtime/Engine/Classes/Engine/World.h" to this class.
    Last edited by intoxicat3; 11-17-2017, 09:21 AM.

    Leave a comment:


  • replied
    Originally posted by intoxicat3 View Post
    Maybe bug maybe feature:
    When I play passive ability in active ability passive ability won't finish. OnEnd won't trigger.

    And another thing:
    In behavior tree there is decorator called check gameplay tags which is operating on Character. Any chance to make m_TagContainer public? So I can pass tags from Ability Component without need to duplicate them in Character/AI.
    I'll add that to my list of things to check on Saturday (which I've blocked out the entire day to give Able some love). Passives should be calling OnAbilityEnd, the enum will always be "Finished" (due to Client/Server setup, I don't pass how the Passive ended as it would be a lot of traffic) but it should definitely be getting called.

    Leave a comment:


  • replied
    Maybe bug maybe feature:
    When I play passive ability in active ability passive ability won't finish. OnEnd won't trigger.

    And another thing:
    In behavior tree there is decorator called check gameplay tags which is operating on Character. Any chance to make m_TagContainer public? So I can pass tags from Ability Component without need to duplicate them in Character/AI.
    Last edited by intoxicat3; 11-16-2017, 11:39 AM.

    Leave a comment:


  • replied
    Originally posted by ExtraLifeMatt View Post

    I've seen that previously in a super old version of Able but it was solved by loading Able earlier during engine start up - however, stand alone is a special flower from what I've discovered so it may not be behaving with that.

    What version are you running? Also, that wouldn't prevent you from launching so likely your issue is elsewhere, but I'd be curious to see if Abilities work once you get it running despite those warnings.
    I believe I have the latest version of Able and I have 4.18.1 for UE4. Yeah, I think Standalone is a doozy, but the packaged version does indeed work.

    Leave a comment:


  • replied
    Originally posted by CrimsonWingzz View Post
    Hey ExtraLifeMatt

    I've been having a few errors whilst playing in Standalone play (in fact it won't launch) and trying to do 'Launch Game' by right-clicking on my .uproject, however, I noticed after trying to load in, I got a lot of errors with the AbleEditor, do you have any possible solutions for this or if it's on a page that I can be referred to?

    Code:
    [2017.11.15-17.59.31:794][384]LogUObjectGlobals: Warning: Failed to load '/Script/AbleEditor': Can't find file for asset '/Script/AbleEditor' while loading NULL.
    [2017.11.15-17.59.31:794][384]LogLinker: Warning: Can't find file '/Script/AbleEditor'
    Trying to pinpoint the errors slowly, getting a ton but I just noticed this one from Able, thanks for the fantastic plugin though, it works great in-engine!

    I might have a few other things that I need assistance with but this is the most important issue at the moment.
    I've seen that previously in a super old version of Able but it was solved by loading Able earlier during engine start up - however, stand alone is a special flower from what I've discovered so it may not be behaving with that.

    What version are you running? Also, that wouldn't prevent you from launching so likely your issue is elsewhere, but I'd be curious to see if Abilities work once you get it running despite those warnings.

    Leave a comment:


  • replied
    Hey ExtraLifeMatt

    I've been having a few errors whilst playing in Standalone play (in fact it won't launch) and trying to do 'Launch Game' by right-clicking on my .uproject, however, I noticed after trying to load in, I got a lot of errors with the AbleEditor, do you have any possible solutions for this or if it's on a page that I can be referred to?

    Code:
    [2017.11.15-17.59.31:794][384]LogUObjectGlobals: Warning: Failed to load '/Script/AbleEditor': Can't find file for asset '/Script/AbleEditor' while loading NULL.
    [2017.11.15-17.59.31:794][384]LogLinker: Warning: Can't find file '/Script/AbleEditor'
    Trying to pinpoint the errors slowly, getting a ton but I just noticed this one from Able, thanks for the fantastic plugin though, it works great in-engine!

    I might have a few other things that I need assistance with but this is the most important issue at the moment.

    Leave a comment:


  • replied
    Originally posted by intoxicat3 View Post
    Exactly. So when I run ability from C++ I can't find a way to find out when this ability will finish. Any chance you can create delegate or point me out?

    Basically I have created AbilityController in c++ to run abilities (from code) on given input profile. So I'm not running them over BP. I think you should try to create something similar to Diablo and check out if everything is exposed.
    Sure, shouldn't be too crazy.

    I'd love to make a small ARPG example, but I simply don't have that much time with my other projects and my day job being a bit busier than normal (we just released DOOM and Rocket League on Switch). It's been on my list for a while, but yea - just no time.

    Leave a comment:


  • replied
    Abilities have an OnAbilityFinished method that is called when they complete, there isn't a C++ delegate
    Exactly. So when I run ability from C++ I can't find a way to find out when this ability will finish. Any chance you can create delegate or point me out?

    Basically I have created AbilityController in c++ to run abilities (from code) on given input profile. So I'm not running them over BP. I think you should try to create something similar to Diablo and check out if everything is exposed.
    Last edited by intoxicat3; 11-14-2017, 01:49 PM.

    Leave a comment:


  • replied
    Originally posted by intoxicat3 View Post
    Thanks for answers!


    Can you expose it to BP? I'm using UMG to show delays and debug data.


    In my example I'm interpolating FTransforms (in array) in task and it's easier to set them using 3d Widget as you can scale, rotate and move.

    And last one (hopefully): how I can know if ability was finished so I can stack another one and fire it after finish? I can't find any delegate OnAbilityFinished or similar.

    I can see you have m_ActiveCooldowns - maybe it's easier way to check cooldowns for passive and active abilities?
    Not sure how I don't have that exposed, but I'll get that in.

    Abilities have an OnAbilityFinished method that is called when they complete, there isn't a C++ delegate. I could add one, but I think the BP will get you everything you need and can be used to call whatever C++ you need (you'd have to exposed that C++ to BP but the cost should be minimal).

    Leave a comment:

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