Do you have an updated tutorial on beams? I can't follow chain lightning tutorial.
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Originally posted by TVwj View PostDo you have an updated tutorial on beams? I can't follow chain lightning tutorial.Able Ability System - A high performance, robust ability system for UE4. Now Available!
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Originally posted by TVwj View Post
Sorry I should have been more specific. I do not see a "beam" section in the "play particle effect" task like in the tutorial.Able Ability System - A high performance, robust ability system for UE4. Now Available!
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Able v3.21 has been submitted to Epic.
- Added a clearer description to the Collision / Sweep Tasks failing data validation due to not having a collision layer setup in the new array structure.
- Fixed a crash with Verbose mode while in the Editor.
Able Ability System - A high performance, robust ability system for UE4. Now Available!
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Hi.
I'm finally going to start spending some time with Able and was wondering since you are adding so many new features, will the two year old YOUTUBE videos still be valid... Thanks for all your work.
teak"A little bit of nonsense now and then is cherished by the wisest men..."
-- Willy Wonka
Smooth Zoom Camera Plugin for 4.22 here.
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Originally posted by teak421 View PostHi.
I'm finally going to start spending some time with Able and was wondering since you are adding so many new features, will the two year old YOUTUBE videos still be valid... Thanks for all your work.
teakAble Ability System - A high performance, robust ability system for UE4. Now Available!
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Loaded for the first time and I started to just click around... Yeah, I know, silly. So, when I open a new ABLE I clicked on VALIDATE and I get a crash... I didn't do anything else, just click validate. For sure, this is not the normal use of validate...I didn't do anything that needed to be validated, but it's still a crash.
teak
PS: 4.23.1"A little bit of nonsense now and then is cherished by the wisest men..."
-- Willy Wonka
Smooth Zoom Camera Plugin for 4.22 here.
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Originally posted by teak421 View PostLoaded for the first time and I started to just click around... Yeah, I know, silly. So, when I open a new ABLE I clicked on VALIDATE and I get a crash... I didn't do anything else, just click validate. For sure, this is not the normal use of validate...I didn't do anything that needed to be validated, but it's still a crash.
teak
PS: 4.23.1Able Ability System - A high performance, robust ability system for UE4. Now Available!
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Originally posted by Demonrras View PostI like to do a branch where I need to press W+LMB to enter in next combo ability.
I try to do this and don't work...the branch pass with only one key pressed...I tried in many ways and couldn't.
This is a Bug??? Can you explain how to do this if I'm wrong???Able Ability System - A high performance, robust ability system for UE4. Now Available!
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Originally posted by ExtraLifeMatt View Post
Try removing the "must be recently pressed". Likely one of your inputs was already held down in the past 0.1 seconds (which is what that value applies to). You can mark the Branch task as Verbose and it'll tell you why it's failing.
LogBlueprintUserMessages: [Frank_Fighter_OverView] OnTaskStart called for Task AblBranchTask_0 at time 0.60.
LogBlueprintUserMessages: [Frank_Fighter_OverView] Condition AblBranchConditionOnInput_0 returned False.
LogBlueprintUserMessages: [Frank_Fighter_OverView] OnTaskTick called for Task AblBranchTask_0 at time 0.61. Delta Time = 0.00947
LogBlueprintUserMessages: [Frank_Fighter_OverView] Condition AblBranchConditionOnInput_0 returned False.
LogBlueprintUserMessages: [Frank_Fighter_OverView] OnTaskTick called for Task AblBranchTask_0 at time 0.62. Delta Time = 0.00949
LogBlueprintUserMessages: [Frank_Fighter_OverView] Condition AblBranchConditionOnInput_0 returned False.
LogBlueprintUserMessages: [Frank_Fighter_OverView] OnTaskTick called for Task AblBranchTask_0 at time 0.63. Delta Time = 0.00943
LogBlueprintUserMessages: [Frank_Fighter_OverView] Condition AblBranchConditionOnInput_0 returned False.
LogBlueprintUserMessages: [Frank_Fighter_OverView] OnTaskTick called for Task AblBranchTask_0 at time 0.64. Delta Time = 0.00949
LogBlueprintUserMessages: [Frank_Fighter_OverView] Condition AblBranchConditionOnInput_0 returned False.
LogBlueprintUserMessages: [Frank_Fighter_OverView] OnTaskTick called for Task AblBranchTask_0 at time 0.65. Delta Time = 0.00976
LogBlueprintUserMessages: [Frank_Fighter_OverView] Condition AblBranchConditionOnInput_0 returned False.
LogBlueprintUserMessages: [Frank_Fighter_OverView] OnTaskTick called for Task AblBranchTask_0 at time 0.66. Delta Time = 0.00967
LogBlueprintUserMessages: [Frank_Fighter_OverView] Condition AblBranchConditionOnInput_0 returned True.
LogBlueprintUserMessages: [Frank_Fighter_OverView] Conditions passed. Branching to Ability Default__Fighter_02_3_C
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Originally posted by Demonrras View Post
I uncheck the "must be recently pressed" from both input conditions and check verbose...You can see below the verbose log.
Like image above, this ability have 2 conditions to reach the next ability. The "Must Pass All Conditions" are already checked. The plugin is testing only the first condition.
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Originally posted by Demonrras View Post
The branch are testing the first condition and if TRUE, the result of the next conditions are TRUE too also if I don't press the key condition.Able Ability System - A high performance, robust ability system for UE4. Now Available!
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Hi, i just bought your plugin and i really like the idea of having a data driven ability system. However i'm not sure how i could use this system to make my game more "moddable". I'm not sure if you can recommend me a workflow for that using your plugin. Like, maybe there's a way to load abilities assets from text files or something like that?
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