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  • replied
    Originally posted by ExtraLifeMatt View Post

    Hmmm, interesting. So you're using the Target Type to choose a spawn location? Yea, certainly is do-able. I'll see if I can add that as an option.
    Yea, right! Hope for your new update. Hope for Able's better future.

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  • replied
    Originally posted by intoxicat3 View Post
    Any chance you can do "Stop On Interrupt" for Montages as well? When interrupting Ability with Play Animation with Dynamic Montage montage is still playing.
    I can look at that. Stop On Interrupt is something I built specifically into the custom Ability Animation Node I created, but I can see if I can just stop the current playing montage.

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  • replied
    Any chance you can do "Stop On Interrupt" for Montages as well? When interrupting Ability with Play Animation with Dynamic Montage montage is still playing.

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  • replied
    Originally posted by George.Xiao View Post
    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!
    Hmmm, interesting. So you're using the Target Type to choose a spawn location? Yea, certainly is do-able. I'll see if I can add that as an option.

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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.

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  • 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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