Originally posted by JSwigart
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Able Ability System - A high performance, robust ability system for UE4. Now Available!
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Thanks. So that gets the client->server ability activation order working consistently. I'm still unable to get the clients and server side ability conditionals to work reliably. The replication of the dash charges from the server often still beats the starting of the ability, so while the owning client will activate first, followed by the server, the other client will fail to activate due to getting the replicated dash charge change from the server ability activate before activating the ability on their end.
The failure comes from the call to InternalStartAbility called from OnServerActiveAbilityChanged(), so I wonder if it would be reasonable to add a parameter that allows the client to skip CanActivateAbility when told by the server what the active ability is. Seems reasonable to me that if the server tells you what ability is running, the client should not be doing conditionals that can fail to activate that ability. The CanActivateAbility would still be executed on the client when they activate it locally.Last edited by JSwigart; 09-19-2019, 05:37 PM.
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Originally posted by ExtraLifeMatt
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Originally posted by MichaelLiew View PostHi, My Editor crashed when start up, my Able verison is 3.11 and this crash never happen on 2.x version. If i delete the player blueprint which had add ability component on it then i can start up my editor without crash. this player blueprint has set as preview asset and allowed classes in Able Editor Settings.Able Ability System - A high performance, robust ability system for UE4. Now Available!
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Sorry to bump, but is that OnServerActiveAbilityChanged issue a bug? Seems like the desired effect is for the server to be authoritative, which it seems to me means that the client should not be checking the conditional and potentially failing to activate the ability that the server activated.
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Originally posted by JSwigart View PostSorry to bump, but is that OnServerActiveAbilityChanged issue a bug? Seems like the desired effect is for the server to be authoritative, which it seems to me means that the client should not be checking the conditional and potentially failing to activate the ability that the server activated.Able Ability System - A high performance, robust ability system for UE4. Now Available!
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Perhaps others aren't using activation gating logic in their abilities CanActivateAbility that rely on checking data outside the ability itself(such as replicated variables on the owning actor). The problem becomes apparent pretty quickly in that sort of case.
Edit: I am running with the flag I mentioned now and things are working much better now.
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Originally posted by JSwigart View PostPerhaps others aren't using activation gating logic in their abilities CanActivateAbility that rely on checking data outside the ability itself(such as replicated variables on the owning actor). The problem becomes apparent pretty quickly in that sort of case.
Edit: I am running with the flag I mentioned now and things are working much better now.Able Ability System - A high performance, robust ability system for UE4. Now Available!
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Minor bug that leads to a mismatch between stuff like collision offsets and the visual model. In FAblAbilityEditor::Tick, I had to comment out the call to
Code:if (UMeshComponent* MeshComponent = m_PreviewActor->FindComponentByClass<UMeshComponent>()) { MeshComponent->SetRelativeRotation(GetEditorSettings().m_MeshRotation); }
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Originally posted by JSwigart View PostMinor bug that leads to a mismatch between stuff like collision offsets and the visual model. In FAblAbilityEditor::Tick, I had to comment out the call to
Code:if (UMeshComponent* MeshComponent = m_PreviewActor->FindComponentByClass<UMeshComponent>()) { MeshComponent->SetRelativeRotation(GetEditorSettings().m_MeshRotation); }
Able Ability System - A high performance, robust ability system for UE4. Now Available!
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Originally posted by JSwigart View PostWhat is the purpose of this rotation in the Able editor? Is it just to have it face into the default view of the editor camera? Couldn't you just rotate the actor rather than manipulating the MeshComponent of the actor?
Able Ability System - A high performance, robust ability system for UE4. Now Available!
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