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  • 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:


  • replied
    Originally posted by ExtraLifeMatt View Post
    Alright,

    Able v1.85 has been submitted.

    - Added 4.18 support (just fixes some new warnings).
    - Fixed a Garbage Collection issue where forcing GC (or when it fires off naturally) would stop Ability execution.
    - Added support for multiple Pending Contexts, meaning you can apply multiple Passives in a single frame. It works with Actives too, but since you can only have 1 Active at a time - it ends up being a "create this only to throw it away" bit of logic, but if you're dynamically queuing up Active Abilities and just have an super hectic frame - it'll work.
    - Removed an assert with getting a target from Target Actors but you have no targets available to choose from.

    Let me know if you run into any issues!
    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).

    Leave a comment:


  • replied
    Alright,

    Able v1.85 has been submitted.

    - Added 4.18 support (just fixes some new warnings).
    - Fixed a Garbage Collection issue where forcing GC (or when it fires off naturally) would stop Ability execution.
    - Added support for multiple Pending Contexts, meaning you can apply multiple Passives in a single frame. It works with Actives too, but since you can only have 1 Active at a time - it ends up being a "create this only to throw it away" bit of logic, but if you're dynamically queuing up Active Abilities and just have an super hectic frame - it'll work.
    - Removed an assert with getting a target from Target Actors but you have no targets available to choose from.

    Let me know if you run into any issues!

    Leave a comment:


  • replied
    Oh snap I didn't do that. So I got back to stock now. I will have another round of dedicated server on custom build engine in a week now

    Leave a comment:


  • replied
    Originally posted by AngeIV View Post
    Severity Code Description Project File Line Suppression State
    Error Failed to produce item: E:\UE_4.16\Engine\Plugins\Marketplace\Able\Binaries\Win64\UE4Editor-AbleCore.dll BattleRoyale E:\UnrealProjects\BattleRoyale\Intermediate\ProjectFiles\ERROR 1


    Now i Cant roll back to stock 4.16 version of the engine ;/
    A couple questions:

    - What is the error above that? There's no way it should fail to compile Able Core unless you're just missing files, or that DLL is marked as read only for some reason.
    - When you copied Able into the Engine/Plugins directory, you regenerated the Engine solution file before rebuilding right?
    - If you want to roll back, it would just be removing Able from the Engine/Plugins directory, regenerate the engine solution, and rebuild the engine.

    Leave a comment:


  • replied
    Severity Code Description Project File Line Suppression State
    Error Failed to produce item: E:\UE_4.16\Engine\Plugins\Marketplace\Able\Binaries\Win64\UE4Editor-AbleCore.dll BattleRoyale E:\UnrealProjects\BattleRoyale\Intermediate\ProjectFiles\ERROR 1


    Now i Cant roll back to stock 4.16 version of the engine ;/

    Leave a comment:

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