In the ablDamageEventTask.cpp you pass an empty FDamageEvent to the actor's TakeDamage. It would be nice to have a way to set an FDamageEvent to be passed.
I rather have the TakeDamage method determine the amount of damage that finally gets applied. That way the logic is in a central place to account for damage coming from some other technique.
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Roland_Price repliedOriginally posted by ExtraLifeMatt View Post
Never seen that one. Do you have GC turned up to some crazy high value? Those actors should be cleaned up.
Originally posted by ExtraLifeMatt View PostNot currently. It's not crazy to add. Just change the play rate from a float to FSplineCurve and update things as needed. I'm slightly hesitant to add that in by default simply because it seems like a fairly specific requirement. Seems like most people keep it at one value rather than use a curve (and the cost that goes with it).
I have no idea what is the difference in costs between them, I'l have to dig on this later. So far I'm focused on getting things to work at all and they kinda don't.
Also one more thing - can I get a custom event from the time line to fire a custom event from the ability's BP Graph? Naming them the same would me my first guess, but that didn't work. All I found was a "function override way" from your lightning tutorial, but that is something I can't get to work either. All I need is to fire a custom event in graph once a custom event in the Timeline is fired.
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ExtraLifeMatt repliedOriginally posted by Roland_Price View PostAfter working for 5-10 minutes preview stage gets also populated with broken preview assets
Originally posted by Roland_Price View PostAlso - is there a way to control an ability Play rate via custom curve, much like the "Montage Set Play Rate" node where you can feed the curve into New Play Rate connection?
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Roland_Price repliedAlso - is there a way to control an ability Play rate via custom curve, much like the "Montage Set Play Rate" node where you can feed the curve into New Play Rate connection?
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Roland_Price repliedAfter working for 5-10 minutes preview stage gets also populated with broken preview assets
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ExtraLifeMatt repliedOriginally posted by acxsasx View Post
Sigh. Sorry to have wasted your time. I did not retarget the animation.
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acxsasx repliedOriginally posted by ExtraLifeMatt View Post
Ah, sorry. I assume it works with Single Node, right? That generally means one of your State Machine Parameters isn't correct - but things look okay in the video. Did you ever get the Dedicated Server example to compile for you? I believe I use an animation in that one and it's setup properly.
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acxsasx repliedOriginally posted by acxsasx View Post
Ok...so I decided to try the third person run animation. It works. I had glitches until I hit "Reset Preview Asset".
So it must be something with the animation from SnS that it is not liking...
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ExtraLifeMatt repliedOriginally posted by acxsasx View Post
That addresses the stuck pose which I appreciate but is not the main goal I had. The problem I am trying to solve is playing the animation specified. The TPose is still being shown.
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acxsasx repliedOriginally posted by acxsasx View Post
That addresses the stuck pose which I appreciate but is not the main goal I had. The problem I am trying to solve is playing the animation specified. The TPose is still being shown.
So it must be something with the animation from SnS that it is not liking...
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