Originally posted by ExtraLifeMatt
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Able Ability System Info and Support Thread
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Originally posted by teak421 View PostAppreciate how quickly you review and resolve issues. Great work and also a great product!
teakAble Ability System - A high performance, robust ability system for UE4. Now Available!
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Originally posted by Demonrras View Post
I did upload of an blank third person project with the problems above replicated in UE 4.22.0 version.Able Ability System - A high performance, robust ability system for UE4. Now Available!
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Alright, Able v3.0.3 is submitted. It fixes quite a few bugs with the 3.0 update, including dynamic fields not working properly, the Preview/Target drop downs not properly populating, and a crash with channeled abilities (which is what was biting Demonrras )
Able Ability System - A high performance, robust ability system for UE4. Now Available!
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I have a lot of issues with new version using custom task created with blueprints.
1. Crash when building DependencyList on PostLoad() - basically I can not create custom task using blueprints because of this crash.
2. When creating new custom task there is a crash when creating custom scratchpad.
Basically I think you should try to make some easy custom blueprints tasks to test things out.
You can create the same task as mine: lerping owner position to target position using tick.
Last time when using 2.0v everything worked smooth. Now I've updated to check things out before Epic Jam and basically can't use it
edit: when doing the same task using c++ it is working without crashes.Last edited by intoxicat3; 04-23-2019, 08:49 AM.How to create first person shooter game from scratch. Lots of tutorials: http://www.shootertutorial.com - celebrating 50th Tutorial!
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Originally posted by intoxicat3 View PostI have a lot of issues with new version using custom task created with blueprints.
1. Crash when building DependencyList on PostLoad() - basically I can not create custom task using blueprints because of this crash.
2. When creating new custom task there is a crash when creating custom scratchpad.
Basically I think you should try to make some easy custom blueprints tasks to test things out.
You can create the same task as mine: lerping owner position to target position using tick.
Last time when using 2.0v everything worked smooth. Now I've updated to check things out before Epic Jam and basically can't use it
3.0 should have fixed that. In my local testing it would always properly replace the old task (you need to save any changed abilities, but it does replace it). If you have a sample project that shows the issue, you can upload it here: https://www.dropbox.com/request/nD81ewNC7G3p5MNWlMKX
Able Ability System - A high performance, robust ability system for UE4. Now Available!
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Originally posted by xermao View PostHi,I copy the plugin into my project directory,it has some compile error
Private\AbilityEditor\SAbilityPropertyBinding.cpp(242): error C4800: Implicit conversion from 'UAblAbility *' to bool. Possible information lossAble Ability System - A high performance, robust ability system for UE4. Now Available!
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FGraphNodeCreator<UK2Node_CallFunction> Creator(*FunctionGraph);
UK2Node_CallFunction* FuncNode = Creator.CreateNode();
FuncNode->FunctionReference.SetFromField<UFunction>(Func, Ability);//error
Creator.Finalize();
if I change it to
FuncNode->FunctionReference.SetFromField<UFunction>(Func, (UClass*)Ability);
it can be compiled.
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Originally posted by xermao View PostFGraphNodeCreator<UK2Node_CallFunction> Creator(*FunctionGraph);
UK2Node_CallFunction* FuncNode = Creator.CreateNode();
FuncNode->FunctionReference.SetFromField<UFunction>(Func, Ability);//error
Creator.Finalize();
if I change it to
FuncNode->FunctionReference.SetFromField<UFunction>(Func, (UClass*)Ability);
it can be compiled.
It should likely be
Code:FuncNode->FunctionReference.SetFromField<UFunction>(Func, Ability->GetClass());
Last edited by ExtraLifeMatt; 04-23-2019, 11:17 AM.Able Ability System - A high performance, robust ability system for UE4. Now Available!
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Originally posted by ExtraLifeMatt View Post
What system are you compiling on? Interesting that I haven't hit that (or Epic for that matter).
It should likely be
Code:FuncNode->FunctionReference.SetFromField<UFunction>(Func, Ability->GetClass());
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Originally posted by ExtraLifeMatt View PostAlright, Able v3.0.3 is submitted. It fixes quite a few bugs with the 3.0 update, including dynamic fields not working properly, the Preview/Target drop downs not properly populating, and a crash with channeled abilities (which is what was biting Demonrras )
When this fix update will be available for us?
You can update the change log on https://extralifestudios.atlassian.n...95469/Overview?
att,
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Originally posted by Demonrras View Post
Great and fast work sir!!!
When this fix update will be available for us?
You can update the change log on https://extralifestudios.atlassian.n...95469/Overview?
att,
Able Ability System - A high performance, robust ability system for UE4. Now Available!
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Thanks Matt for answer. I have hopefully last question:
Why tasks doesn't have time ratio variable? Can't track actual progress of a task in a task or outside...
I can't even get TaskScratchPad from outside to get my custom time ratio progress.Last edited by intoxicat3; 04-24-2019, 06:35 AM.How to create first person shooter game from scratch. Lots of tutorials: http://www.shootertutorial.com - celebrating 50th Tutorial!
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