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Able Ability System Info and Support Thread

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  • replied
    That was fast ok I'll try that.

    edit: ok im editing via notepad. so no intelisence. you mean i should add line "using...."
    or where exactly?
    I am using a full build for sure. but I never build from scratch a project with code plugins. and to be honest the able is the only one that bugs out. rest jsut recompiled without notice or errors.

    Edit2:
    I dont really get it. the engine build proeprly. the project build properly.
    the errors are in the final cook of a project.
    the able objects in editor edits fine. validates, and compile fine.


    oh and one more thing.. I would much apriciate improvement of the "preview asset selection" window as it loads everything. at a tick rate that freezes a very powerfull pc and is just unbearable to open.
    Last edited by AngeIV; 10-05-2017, 01:56 PM.

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  • replied
    Originally posted by AngeIV View Post
    IAblAbilityTask.h': No such file or directory

    problem with cooking a blueprint/C++ project on 4.16.3. I am using exclusive nativization.

    Any idea how to fix?

    full error string:
    E:\UnrealProjects\*********\Intermediate\Plugins\WindowsNoEditor\NativizedAssets\Source\NativizedAssets\Private\BP_WeaponManagerComponent__pf106410343.cpp(210): fatal error C1083: Cannot open include file: 'IAblAbilityTask.h': No such file or directory
    Make sure your Build.cs adds "AbleCore" to the Public/Private Includes. Also make sure you have the full source and not just the DLLs or something weird like that.

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  • replied
    IAblAbilityTask.h': No such file or directory

    problem with cooking a blueprint/C++ project on 4.16.3. I am using exclusive nativization.

    Any idea how to fix?

    full error string:
    E:\UnrealProjects\*********\Intermediate\Plugins\WindowsNoEditor\NativizedAssets\Source\NativizedAssets\Private\BP_WeaponManagerComponent__pf106410343.cpp(210): fatal error C1083: Cannot open include file: 'IAblAbilityTask.h': No such file or directory

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  • replied
    Ah! I will update to 1.75, retest, and post an updarthere with results. Thanks for the help!

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  • replied
    Originally posted by Piepants View Post
    I'm using 1.70, should I upgrade to 1.75? I'm calling an ability by name, and it works until I check the "Channeled" checkbox, which crashes my server and forces a logout as seen in the error log. Hmm, I'll test a bit more and let you know if I figure out what I'm doing wrong.
    Yes, always use the latest version. In particular, v1.75 fixes a lot of issues people were seeing with dedicated servers.

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  • replied
    I'm using 1.70, should I upgrade to 1.75? I'm calling an ability by name, and it works until I check the "Channeled" checkbox, which crashes my server and forces a logout as seen in the error log. Hmm, I'll test a bit more and let you know if I figure out what I'm doing wrong.

    Leave a comment:


  • replied
    Originally posted by AP_Studios View Post

    Hey Matt,

    Can you show us a simple example of like "fireball skill in multiplayer with damage" ?
    Lots of examples on the more complex stuff, but, nothing on a simple "click > cast > damage > replicate"
    I see the chain lightning one, but, setting things to "camera" like you did crashed UE4 like 100 times in a row with an ABLE root error .. soo .. need the baby step, then i will be good to go with anything more complex.
    Hmm, That's a legit bug. Camera works for targeting, but not really anything else. I'll fix that. It'll likely just return the player (as that's normally where the camera comes from). I'll need to think about how to possibly get the Camera Actor itself if you are using one of those...

    @Piepants

    That callstack doesn't really make sense to me. That would mean you passed in an Ability with no name... which should be impossible. Was this on Able v1.75?

    EDIT:

    Just submitted Able v1.80 to Epic, notes below:
    - Spawn Actor Task will now only set the actor velocity if that velocity is not zero.
    - Fixed a crash in the Ability Validator if you tried to execute it with only 1 Task.
    - Fixed an issue where the Cooldown would internally always use the base cooldown value rather than the computed on from an Ability's blueprint.
    - Interrupt an Animation on the Ability Animation Node properly resets the currently playing Ability if you don't have a second animation queued up (this showed up as the interrupted animation starting over again despite the interrupt).
    - Fixed a crash with Ability Target Type Camera when not being used with Targeting. Instead it will just return the Self Actor.
    Last edited by ExtraLifeMatt; 10-01-2017, 06:55 PM.

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  • replied

    [2017.09.30-22.10.04:779][ 34]LogWindows: Error: UE4Editor-Core.dll!0x000000007EC50179
    [2017.09.30-22.10.04:779][ 34]LogWindows: Error: UE4Editor-AbleCore.dll!UAblAbilityTask::GetActorsForTask() [d:\unreal projects\undertaking\undertaking\plugins\able\source\ablecore\private\tasks\iablabilitytask.cpp:169]
    [2017.09.30-22.10.04:779][ 34]LogWindows: Error: UE4Editor-AbleCore.dll!UAblPlayParticleEffectTask::OnTaskStart() [d:\unreal projects\undertaking\undertaking\plugins\able\source\ablecore\private\tasks\ablplayparticleeffecttask.cpp:68]
    [2017.09.30-22.10.04:779][ 34]LogWindows: Error: UE4Editor-AbleCore.dll!UAblAbilityInstance::InternalUpdateTasks() [d:\unreal projects\undertaking\undertaking\plugins\able\source\ablecore\private\ablabilityinstance.cpp:373]
    [2017.09.30-22.10.04:779][ 34]LogWindows: Error: UE4Editor-AbleCore.dll!TGraphTask<FAsyncAbilityInstanceUpdaterTask>::ExecuteTask() [d:\program files\epic games\ue_4.17\engine\source\runtime\core\public\async\taskgraphinterfaces.h:784]
    [20

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  • replied
    Originally posted by ExtraLifeMatt View Post

    I've responded to your PMs but I'm not sure why I'm not seeing them in my sent folder, or why I seem to be getting your PM daily now.

    Can you define "Weird behavior?"

    The Channel Velocity interrupt simply checks your player velocity, and if it's greater than the value you set, it calls CancelAbility. Do you see this issue only on Dedicated Servers? Can you verify you are on Able v1.75?
    Hey Matt,

    Can you show us a simple example of like "fireball skill in multiplayer with damage" ?
    Lots of examples on the more complex stuff, but, nothing on a simple "click > cast > damage > replicate"
    I see the chain lightning one, but, setting things to "camera" like you did crashed UE4 like 100 times in a row with an ABLE root error .. soo .. need the baby step, then i will be good to go with anything more complex.

    Leave a comment:


  • replied
    Hmm it appears that I'm using 1.70, I will fix that. When I interrupt the ability on velocity in PIE, it looks like there's an error occurring with networking. The following appears in the log on interrupt:

    LogRep: Error: ReceivedRPC: RPC_GetLastFailedReason: ServerCancelAbility_Validate
    LogNet: Error: UActorChannel::ProcessBunch: Replicator.ReceivedBunch failed. Closing connection. RepObj: AblAbilityComponent /Game/Maps/UEDPIE_1_Arynia.Arynia:PersistentLevel.ModularPlayerCharacter_C_0.Ability Component, Channel: 3
    LogNet: UNetConnection::Close: [UNetConnection] RemoteAddr: 127.0.0.1:61296, Name: IpConnection_67, Driver: GameNetDriver IpNetDriver_66, IsServer: YES, PC: MMOPlayerController_C_0, Owner: MMOPlayerController_C_0, Channels: 25, Time: 2017.09.30-18.00.46
    LogNet: UChannel::Close: Sending CloseBunch. ChIndex == 0. Name: [UChannel] ChIndex: 0, Closing: 0 [UNetConnection] RemoteAddr: 127.0.0.1:61296, Name: IpConnection_67, Driver: GameNetDriver IpNetDriver_66, IsServer: YES, PC: MMOPlayerController_C_0, Owner: MMOPlayerController_C_0
    LogNet: UChannel::ReceivedSequencedBunch: Bunch.bClose == true. ChIndex == 0. Calling ConditionalCleanUp.
    LogNet: UChannel::CleanUp: ChIndex == 0. Closing connection. [UChannel] ChIndex: 0, Closing: 0 [UNetConnection] RemoteAddr: 127.0.0.1:7777, Name: IpConnection_66, Driver: GameNetDriver IpNetDriver_67, IsServer: NO, PC: MMOPlayerController_C_0, Owner: MMOPlayerController_C_0
    LogNet: UNetConnection::Close: [UNetConnection] RemoteAddr: 127.0.0.1:7777, Name: IpConnection_66, Driver: GameNetDriver IpNetDriver_67, IsServer: NO, PC: MMOPlayerController_C_0, Owner: MMOPlayerController_C_0, Channels: 25, Time: 2017.09.30-18.00.46
    LogNet: UChannel::Close: Sending CloseBunch. ChIndex == 0. Name: [UChannel] ChIndex: 0, Closing: 0 [UNetConnection] RemoteAddr: 127.0.0.1:7777, Name: IpConnection_66, Driver: GameNetDriver IpNetDriver_67, IsServer: NO, PC: MMOPlayerController_C_0, Owner: MMOPlayerController_C_0
    LogNet: Warning: Network Failure: GameNetDriver[ConnectionLost]: Your connection to the host has been lost.
    LogNet: NetworkFailure: ConnectionLost, Error: 'Your connection to the host has been lost.'
    LogGameMode: Display: Match State Changed from InProgress to Aborted
    LogGameState: Match State Changed from InProgress to Aborted

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  • replied
    Hey! Sorry I sent multiple PMs, I was seeing the same issue, nothing was in my sent folder so I assumed they weren't going through. I'll test it this afternoon and reply here with some log info, I think I was getting a runtime error, maybe I set up my ability component incorrectly for networking. Will update here later!

    On a separate note, trying a passive ability "flight mode" that turns my player into a flying eagle is working beautifully. What is the best way to make this passivle toggleable, like casting once turns me into a bird (working), then casting again reverts me to my normal race mesh/animbp. I found the isPassiveActive check, but could find a node to actually cancel the passive ability if that is true.

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  • replied
    Originally posted by Piepants View Post
    Ahoy! Bought this and starting to learn through tutorials, really enjoying it thus far! I'm trying to do a simple dance loop ability that is interrupted when moving. Is a channeled condition with a check against velocity of 0.0 the correct way to interrupt the ability on movement or is there a simpler way? Experiencing weird behavior when the channel is interrupted doing this, but I probably just don't know what I'm doing yet.
    I've responded to your PMs but I'm not sure why I'm not seeing them in my sent folder, or why I seem to be getting your PM daily now.

    Can you define "Weird behavior?"

    The Channel Velocity interrupt simply checks your player velocity, and if it's greater than the value you set, it calls CancelAbility. Do you see this issue only on Dedicated Servers? Can you verify you are on Able v1.75?

    Leave a comment:


  • replied
    Hmm, so you're saying the best approach is to make blueprint logic in the graph to listen for WASD movement on my input axes and call an end ability node from there? Sounds like a plan! Hmm, I'm going to give that input channel breakout a try as well that sounds like it should do the same thing. Thanks for the help!

    Leave a comment:


  • replied
    Originally posted by Piepants View Post
    Ahoy! Bought this and starting to learn through tutorials, really enjoying it thus far! I'm trying to do a simple dance loop ability that is interrupted when moving. Is a channeled condition with a check against velocity of 0.0 the correct way to interrupt the ability on movement or is there a simpler way? Experiencing weird behavior when the channel is interrupted doing this, but I probably just don't know what I'm doing yet.
    neah... just in your graph on input stop ability and point out that you want to stop the dance ability. this way it will not break any other ability on move, only one you intended. also if you do a channel dont test velocity to 0 as turn in place can break your dance even.
    you can break channel on input and as input state your movement axis

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  • replied
    Ahoy! Bought this and starting to learn through tutorials, really enjoying it thus far! I'm trying to do a simple dance loop ability that is interrupted when moving. Is a channeled condition with a check against velocity of 0.0 the correct way to interrupt the ability on movement or is there a simpler way? Experiencing weird behavior when the channel is interrupted doing this, but I probably just don't know what I'm doing yet.

    Leave a comment:

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