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Able Ability System Info and Support Thread

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  • replied
    Thanks for the info!

    I have one request for you ExtraLifeMatt - you should add Visual Logger support into the plugin (running abilities, tasks etc) - it would be much more easier to debug things during production.

    Leave a comment:


  • replied
    Originally posted by CrimsonWingzz View Post
    ExtraLifeMatt

    A 'Move To' Task would be fantastic, currently I utilize root motion for some of my animations, but being able to manually set the player's locations during an ability would also be fantastic. Love the plugin so far though, it works wonders for my project!
    If you use root motion, it would cause issues with a move to task as they would both attempt to set the player velocity and one will stomp the other - but yes, I've thought about adding a Move To. The request comes up from time to time so I'll look into it.

    intoxicat3 Do what AngelV is suggesting and just use a passive to spawn it. As long as it's not playing an Animation, it should be fine.

    Leave a comment:


  • replied
    Originally posted by intoxicat3 View Post
    Any chance to add "fire and forget" ability (just one frame ability) while other ability is running? Currently we need to add separate ability component and it isn't good idea as some functionalities need able component (eg. gameplay tags)

    For example check Dead Cells where you can use powerups (spawn granade without animation, speed up powerup etc) while primary and secondary abilities are running.
    Why not use passive abilities for that?

    Leave a comment:


  • replied
    ExtraLifeMatt

    A 'Move To' Task would be fantastic, currently I utilize root motion for some of my animations, but being able to manually set the player's locations during an ability would also be fantastic. Love the plugin so far though, it works wonders for my project!

    Leave a comment:


  • replied
    Any chance to add "fire and forget" ability (just one frame ability) while other ability is running? Currently we need to add separate ability component and it isn't good idea as some functionalities need able component (eg. gameplay tags)

    For example check Dead Cells where you can use powerups (spawn granade without animation, speed up powerup etc) while primary and secondary abilities are running.
    Last edited by intoxicat3; 11-11-2017, 06:08 PM.

    Leave a comment:


  • replied
    Originally posted by AP_Studios View Post
    ExtraLifeMatt

    I am not sure whats changed, my end or yours, but i can no longer rotate the actor preview.
    Also, i know this was mentioned before, when the initial list for preview assets (player chars) pops up, it takes my PC like 10 min to populate the list.
    It doesnt take UE4 that long to find what i need, is it just doing something externally looking for the models?


    EDIT:
    Actually, would this be because my version was saying 1.7 and i updated to 1.85 in the project? would that have an effect on pre-made ABLE items?
    Hmm, I didn't change anything with regard to the preview actor or such. Check the viewport options in that window and make sure you didn't accidentally lock viewport rotation or something.

    And yea, it's UE4 loading all the assets for the model previews. Still haven't found a way to speed that window up yet.

    Leave a comment:


  • replied
    ExtraLifeMatt

    I am not sure whats changed, my end or yours, but i can no longer rotate the actor preview.
    Also, i know this was mentioned before, when the initial list for preview assets (player chars) pops up, it takes my PC like 10 min to populate the list.
    It doesnt take UE4 that long to find what i need, is it just doing something externally looking for the models?


    EDIT:
    Actually, would this be because my version was saying 1.7 and i updated to 1.85 in the project? would that have an effect on pre-made ABLE items?
    Last edited by AP_Studios; 11-10-2017, 01:07 PM.

    Leave a comment:


  • replied
    Originally posted by intoxicat3 View Post
    First of all thanks for the plugin it's great! I have couple of questions:

    - What's the best way to check if another ability is running. For example: primary and secondary weapon: you can't fire primary weapon until secondary will finish, (I don't want to construct new ability to check condition - this won't be optimal)
    - Why Abilities are checking input? why you haven't created ability manager or something like that to configure inputs with abilities? (just want to know what's your thinking)
    - Why you always need a mesh when creating ability?
    - You can just check if the Actor is currently playing an active ability or just blindly fire it and it'll fail (since you can only have one active ability playing at a time).
    - The only Ability portion that checks input is the Input Conditional for channeled Abilities, otherwise it's entirely up to you how you want to bind input to an Ability - in most my examples I just explicitly bind an input to a specific Ability because it's easier for people to understand.
    - The first time you open the Editor it asks you for a Mesh for the Preview Actor which is show in the Editor, you shouldn't be seeing it set that asset already.

    Leave a comment:


  • replied
    First of all thanks for the plugin it's great! I have couple of questions:

    - What's the best way to check if another ability is running. For example: primary and secondary weapon: you can't fire primary weapon until secondary will finish, (I don't want to construct new ability to check condition - this won't be optimal)
    - Why Abilities are checking input? why you haven't created ability manager or something like that to configure inputs with abilities? (just want to know what's your thinking)
    - Why you always need a mesh when creating ability?

    Leave a comment:


  • replied
    Originally posted by AP_Studios View Post

    Hey Matt,
    When i look at the plugin itself, it says im using 1.70. My plugin has been updated, confirmed byt he fact i can use it in 4.18. My 4.17.2 version is saying im using 1.70 tho in the plugin information. Is this right, or, just was never updated in the plugin area (plugins > edit).
    If you open up the Able.uplugin file in a text editor, what version does it say there?

    You should see something like this:

    Code:
        "FileVersion" : 3,
        "Version" : 13,
        "VersionName" : "1.85",

    Leave a comment:

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