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  • replied
    I found another problem, when i play one animation and then play another animation, this two animation not smooth switch, even if change blendin/blendout. Smooth switch animation is very important for me, i don't know how to with able.

    Leave a comment:


  • replied
    Originally posted by George.Xiao View Post

    My version is still 1.91. I had try re-launch, re-install, no effect. My god, I need 2.0 version. Is that because i'm chinese?
    Have you tried removing the local content first and then re-downloading?

    Sometimes the launcher doesn't get the latest version and this is typically how I solve that problem.

    Leave a comment:


  • replied
    Originally posted by ExtraLifeMatt View Post

    Latest is 2.0. You may need to re-launch the Launcher. Update should be out (other people seem to have it... )
    My version is still 1.91. I had try re-launch, re-install, no effect. My god, I need 2.0 version. Is that because i'm chinese?

    Leave a comment:


  • replied
    Originally posted by CrimsonWingzz View Post
    I've got a bit of a bug or issue, I have two separate abilities that have different cooldowns, however when I use one of them, both are put into cooldown in the same timeframe (one being 5 seconds, the other being 10), I'm trying to make it so the cooldowns are separate rather than global. Is there any way I could fix this? Cheers.
    Ability Cooldown is tied to the name of the Ability (which gets hashed). As long as the Abilities have two separate names, they shouldn't share a cooldown.

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  • replied
    I've got a bit of a bug or issue, I have two separate abilities that have different cooldowns, however when I use one of them, both are put into cooldown in the same timeframe (one being 5 seconds, the other being 10), I'm trying to make it so the cooldowns are separate rather than global. Is there any way I could fix this? Cheers.

    Leave a comment:


  • replied
    Originally posted by shadowkami View Post
    How to change Collision Sweep FireEvent in real time,not in this Collision Sweep Node 's last frame.I wan't write a skill , it like dash,but this Collision Sweep Fire Event in this end.
    Sweep requires the actor to be at the end spot. It's meant for melee strikes and things like that. If you're using a dash, you could just use a query rather than a sweep that is the size of where you'll be moving. Or just assign a tag to the player for the duration of the dash that enemies check for and apply collision damage when the player overlaps them.

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  • replied
    How to change Collision Sweep FireEvent in real time,not in this Collision Sweep Node 's last frame.I wan't write a skill , it like dash,but this Collision Sweep Fire Event in this end.

    Leave a comment:


  • replied
    Originally posted by George.Xiao View Post
    Is the latest version is 2.0? I update today, but it still is 1.91 version and no CustomTask.
    Latest is 2.0. You may need to re-launch the Launcher. Update should be out (other people seem to have it... )

    Leave a comment:


  • replied
    Is the latest version is 2.0? I update today, but it still is 1.91 version and no CustomTask.

    Leave a comment:


  • replied
    Originally posted by qdelpeche View Post
    ExtraLifeMatt - Thank you very much ... and thank you for creating this awesome system. I have basically re-written most of my project with your system in 1 night. You sir are a legend and a gentleman.

    By the way, your system works with XBOX One and Linux ... I did a test port early this morning and it is working. I will do some more tests but I haven't seen any issues or compilation errors/warnings with your system on these two platforms.

    Thanks again for this system.
    Awesome, thanks for the kind words and the confirmation on X One / Linux. I only had a PS4 devkit to test locally, but everything was written to be cross platform - glad that seems to be working as expected.
    Originally posted by shadowkami View Post
    something wrong with the cone collision location and rotation transfrom Click image for larger version

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ID:	1396235Click image for larger version

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    Yea, that's the socket rotation issue I'm currently chasing. I think it's just a bone transform space issue (so the fix should be fairly easy), but I need to confirm. It's on my list for work this weekend.

    Leave a comment:


  • replied
    something wrong with the cone collision location and rotation transfrom Click image for larger version

Name:	QQ图片20171206152207.png
Views:	24
Size:	496.3 KB
ID:	1396235Click image for larger version

Name:	QQ图片20171206152211.png
Views:	21
Size:	346.6 KB
ID:	1396236

    Leave a comment:


  • replied
    ExtraLifeMatt - Thank you very much ... and thank you for creating this awesome system. I have basically re-written most of my project with your system in 1 night. You sir are a legend and a gentleman.

    By the way, your system works with XBOX One and Linux ... I did a test port early this morning and it is working. I will do some more tests but I haven't seen any issues or compilation errors/warnings with your system on these two platforms.

    Thanks again for this system.

    Leave a comment:


  • replied
    Originally posted by intoxicat3 View Post
    Why abilities who inherit other abilities aren't inheriting task from them? For example I have base ability with custom event task and this task won't be executed in inherit abilities.
    Tasks are private members, so they aren't inherited. The purpose of inheriting from an Ability is to save you from re-writing a bunch of Blueprint code again if you have setup various special methods/overrides/etc.

    If you just want to create a copy of an Ability (tasks and all), you can just right click on it in the content browser and select "Duplicate".

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  • replied
    Why abilities who inherit other abilities aren't inheriting task from them? For example I have base ability with custom event task and this task won't be executed in inherit abilities.

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  • replied
    Originally posted by shadowkami View Post

    I want dynamic set this length.For example,i have a spell speed property,it change PlayAnim rate and all ability's timeline,if i change time of the Ability, this montage was be cut down.
    Dynamic play rate currently isn't supported (although it's trivial to add - I should have put it in with the 2.0 update but I simply forgot). I'll toss it in the next update.


    Originally posted by qdelpeche View Post
    *sigh* ... I should have started using this months ago ... oh well.

    Quick question - what is the easiest way to spawn decals on a dedicated server multiplayer game. I am trying to spawn particle hit effects and a decal, but it only ever appears on the local client or when running 2 clients without dedicated server.

    I then powered up your CE1_Shooter and experienced the same result.

    Can you help?
    Particle Effects are inherently Client Only. If you're trying to setup something where decals persist on the server, that would require a Decal Actor. You could likely just use the Custom Task and have it simply create the Decal from Blueprints (assuming that lets you create decal actors on the fly - or just make a Decal Actor Blueprint and then use spawn actor or some such).

    Leave a comment:

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