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  • 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:


  • replied
    it is in engine/plugins and was recompiled with the engine.

    Leave a comment:


  • replied
    I'll investigate that as well. One last thing you can try and is copy Able to your Engine/Plugins directory (rather than having it as a Project Plugin) and see if that fixes things. I always run Able as an Engine Plugin and I've never run into this issue (I also build my own engine binaries, so it may be a pre-built binary thing - again, I'll investigate).

    Leave a comment:


  • replied
    UATHelper: Packaging (Windows (64-bit)): Cook: LogInitisplay: Warning/Error Summary (Unique only)
    UATHelper: Packaging (Windows (64-bit)): Cook: LogInitisplay: Success - 0 error(s), 68 warning(s)
    UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: Running UnrealHeaderTool "E:\UnrealProjects\XXXX\BattleRoyale.uproject" "E:\UnrealProjects\XXXX\Intermediate\Build\Win64\XXXX\Development\XXXX.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors
    UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: E:\UnrealProjects\XXXX\Intermediate\Plugins\WindowsNoEditor\NativizedAssets\Source\NativizedAssets\Private\ALS_Player_CharacterBP__pf2749898454.cpp(214): fatal error C1083: Cannot open include file: 'IAblAbilityTask.h': No such file or directoryE:\UnrealProjects\XXXX\Intermediate\Plugi
    ns\WindowsNoEditor\NativizedAssets\Source\NativizedAssets\Private\CrowdAdvancedAICharacter__pf826264485.cpp(212): fatal error C1083: Cannot open include file: 'IAblAbilityTask.h': No such file or directory
    UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: E:\UnrealProjects\XXXX\Intermediate\Plugins\WindowsNoEditor\NativizedAssets\Source\NativizedAssets\Private\ALS_AnimBP__pf2749898454.cpp(211): fatal error C1083: Cannot open include file: 'IAblAbilityTask.h': No such file or directory
    UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: E:\UnrealProjects\XXXX\Intermediate\Plugins\WindowsNoEditor\NativizedAssets\Source\NativizedAssets\Private\BP_WeaponManagerComponent__pf106410343.cpp(210): fatal error C1083: Cannot open include file: 'IAblAbilityTask.h': No such file or directory
    UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: E:\UnrealProjects\XXXX\Intermediate\Plugins\WindowsNoEditor\NativizedAssets\Source\NativizedAssets\Private\WP_WeaponMasterBP__pf106410343.cpp(218): fatal error C1083: Cannot open include file: 'IAblAbilityTask.h': No such file or directory
    UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: E:\UnrealProjects\XXXX\Intermediate\Plugins\WindowsNoEditor\NativizedAssets\Source\NativizedAssets\Private\BP_ZombieComponent__pf826264485.cpp(211): fatal error C1083: Cannot open include file: 'IAblAbilityTask.h': No such file or directory
    UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: ERROR: UBT ERROR: Failed to produce item: E:\UnrealProjects\XXXX\Intermediate\Plugins\WindowsNoEditor\NativizedAssets\Binaries\Win64\XXXX-NativizedAssets.lib
    UATHelper: Packaging (Windows (64-bit)): Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.CommandUtils+CommandFailedException: Command failed (Result:5): I:\UnrealEngineGit\Engine\Binaries\DotNET\UnrealBuildTool.exe XXXXWin64 Development -Project=E:\UnrealProjects\XXXX\XXXX.uproject E:\UnrealProjects\Bat
    PackagingResults:Error: Error Unknown Error


    I did do all you asked of and rebuild the project. still fails to cook.

    Leave a comment:


  • replied
    I managed to run a custom event, nad in this event make an ability context and run it on the owner taken from the active ability context. than this custom event i can input like 10 times in a single active, and they will actualy run. but will also throw a lot of error warnings in editor and bug out on multiplayer sometimes.
    the idea is runing an active that is addick stack of passive every 1 second. or an active that has animation of an animation sequences, and at each of those attacks to run a pssive attack containing the query and damage logic. it also works but its a hack. native suport would be better. a node "run passive ability" and it should be async.

    Leave a comment:


  • replied
    Originally posted by AngeIV View Post
    1. I will try the nativization part today. without nativizatrion it works fine.
    2. You can limit the TYPE of assets he searches? so in example only pawns? my life was a lie! didnt check each option. my bad
    3. Any idea how to trigger multiple pasive abilities inside a single active ability? as run ability node stops the runing ability : ( branch obviously as well.
    Adding multiple passives during Ability execution currently isn't supported as those would need to be queued up till the next frame. However, that should be fairly easy to setup, so I'll dig into that and try to add it in the next update.

    Leave a comment:


  • replied
    1. I will try the nativization part today. without nativizatrion it works fine.
    2. You can limit the TYPE of assets he searches? so in example only pawns? my life was a lie! didnt check each option. my bad
    3. Any idea how to trigger multiple pasive abilities inside a single active ability? as run ability node stops the runing ability : ( branch obviously as well.

    Leave a comment:

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