Originally posted by ninjasdf
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Able Ability System - A high performance, robust ability system for UE4. Now Available!
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I think I'm missing something badly but I can't get it to work when I set Targeting > Target Logic to "Blackboard" and set Dynamic Properties > Identifier to the name of the Blackboard key where my target actor is. When I check the Blackboard, that object is set properly, it's just not being forwarded to Able.
Is there any chance you could post some more demos/videos, they help a lot but most of them are from 2+ years ago. Thanks!
Happy holidays everyone!
Edit: doing a custom targeting and fetching blackboard value manually is working perfectly.
Last edited by Kelen; 12-27-2019, 02:33 PM.
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Originally posted by Kelen View PostI think I'm missing something badly but I can't get it to work when I set Targeting > Target Logic to "Blackboard" and set Dynamic Properties > Identifier to the name of the Blackboard key where my target actor is. When I check the Blackboard, that object is set properly, it's just not being forwarded to Able.
Is there any chance you could post some more demos/videos, they help a lot but most of them are from 2+ years ago. Thanks!
Happy holidays everyone!
Edit: doing a custom targeting and fetching blackboard value manually is working perfectly.
Able Ability System - A high performance, robust ability system for UE4. Now Available!
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For some reason the engine crashes when i try to open a ability if i have this on my character
https://www.unrealengine.com/marketp...ct/smooth-sync
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Originally posted by TotallyKuro View PostFor some reason the engine crashes when i try to open a ability if i have this on my character
https://www.unrealengine.com/marketp...ct/smooth-sync
1.) Disable Async Tasks to prevent any thread safety issues that might occur between the two.
2.) Try and narrow down which Task doesn't like working with Smooth-Sync.
If you post the callstack (you'll find it in your logs) of the crash, that may help as well.Able Ability System - A high performance, robust ability system for UE4. Now Available!
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this is the callstack
Unhandled exception
UE4Editor_SmoothSyncPlugin!USmoothSync::adjustOwnerTime() [d:\build\++portal+dev-marketplace+full\sync\localbuilds\plugintemp\hostproject\plugins\smoothsyncplugin\source\smoothsyncplugin\private\smoothsync.cpp:2352]
UE4Editor_SmoothSyncPlugin!USmoothSync::TickComponent() [d:\build\++portal+dev-marketplace+full\sync\localbuilds\plugintemp\hostproject\plugins\smoothsyncplugin\source\smoothsyncplugin\private\smoothsync.cpp:728]
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Core
UE4Editor_Core
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_AbleEditor!FAbilityEditorViewportClient::Tick() [d:\build\++portal+dev-marketplace+full\sync\localbuilds\plugintemp\hostproject\plugins\able\source\ableeditor\private\abilityeditor\ablabilityeditorviewportclient.cpp:230]
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor
UE4Editor
UE4Editor
UE4Editor
UE4Editor
kernel32
ntdll
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Originally posted by TotallyKuro View Posti fixed it for now by changing the preview character to another one which doesnt have the smooth sync componentAble Ability System - A high performance, robust ability system for UE4. Now Available!
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Hey there Matt,
I really like your work with the Plugin so far, but I ran into a "build failed" problem yesterday; after uninstall and reinstall the ABLE plugin in the Epic Launcher for the 4.22.3, my project unable to build with "Exclusive Nativization" (no ABLE assets in my "List of Blueprint assets to nativize" array, just a Blueprint Function Library, nothing else), because of this:
HTML Code:Building 13 actions with 16 processes... UATHelper: Packaging (Windows (64-bit)): [1/13] Default.rc2 UATHelper: Packaging (Windows (64-bit)): [2/13] SharedPCH.Core.cpp UATHelper: Packaging (Windows (64-bit)): [3/13] Project_Alvus.cpp UATHelper: Packaging (Windows (64-bit)): [4/13] PCH.NativizedAssets.cpp UATHelper: Packaging (Windows (64-bit)): [5/13] Module.NativizedAssets.gen.6_of_6.cpp UATHelper: Packaging (Windows (64-bit)): [6/13] Module.NativizedAssets.gen.3_of_6.cpp UATHelper: Packaging (Windows (64-bit)): [7/13] Module.NativizedAssets.gen.1_of_6.cpp UATHelper: Packaging (Windows (64-bit)): [8/13] Module.NativizedAssets.gen.2_of_6.cpp UATHelper: Packaging (Windows (64-bit)): [9/13] Module.NativizedAssets.gen.4_of_6.cpp UATHelper: Packaging (Windows (64-bit)): [10/13] Module.NativizedAssets.gen.5_of_6.cpp UATHelper: Packaging (Windows (64-bit)): [11/13] Module.NativizedAssets.cpp UATHelper: Packaging (Windows (64-bit)): F:\Unreal Engine 4\Engine\UE_4.22\Engine\Source\../Plugins/Marketplace/Able/Source/AbleCore/Classes/ablSettings.h(46): error C4800: Implicit conversion from 'const float' to bool. Possible information loss UATHelper: Packaging (Windows (64-bit)): F:\Unreal Engine 4\Engine\UE_4.22\Engine\Source\../Plugins/Marketplace/Able/Source/AbleCore/Classes/ablSettings.h(46): note: consider using explicit cast or comparison to 0 to avoid this warning UATHelper: Packaging (Windows (64-bit)): Took 28,5399801s to run UnrealBuildTool.exe, ExitCode=5 UATHelper: Packaging (Windows (64-bit)): ERROR: UnrealBuildTool failed. See log for more details. (C:\Users\Jim\AppData\Roaming\Unreal Engine\AutomationTool\Logs\F+Unreal+Engine+4+Engine+UE_4.22\UBT-Project_Alvus-Win64-Development.txt) UATHelper: Packaging (Windows (64-bit)): (see C:\Users\Jim\AppData\Roaming\Unreal Engine\AutomationTool\Logs\F+Unreal+Engine+4+Engine+UE_4.22\Log.txt for full exception trace) UATHelper: Packaging (Windows (64-bit)): AutomationTool exiting with ExitCode=5 (5) UATHelper: Packaging (Windows (64-bit)): BUILD FAILED PackagingResults: Error: Unknown Error
By the way, I reinstalled the Plugin because the ABLE crashes really often in various scenarios, sadly.
For example; I run into a crash a lot when I'm working with the Plugin assets opened in a window while creating a combo system and recompile an other, completely different type of Blueprint, like an Actor Component and not even an ABLE Graph:
HTML Code:Unhandled exception UE4Editor_AbleEditor!FAblAbilityEditor::Tick() [d:\build\++portal+dev-marketplace+full\sync\localbuilds\plugintemp\hostproject\plugins\able\source\ableeditor\private\abilityeditor\ablabilityeditor.cpp:374] UE4Editor_UnrealEd!FTickableEditorObject::TickObjects() [d:\build\++ue4\sync\engine\source\editor\unrealed\public\tickableeditorobject.h:47] UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\editorengine.cpp:1411] UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\unrealedengine.cpp:403] UE4Editor!FEngineLoop::Tick() [d:\build\++ue4\sync\engine\source\runtime\launch\private\launchengineloop.cpp:3967] UE4Editor!GuardedMain() [d:\build\++ue4\sync\engine\source\runtime\launch\private\launch.cpp:168] UE4Editor!GuardedMainWrapper() [d:\build\++ue4\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:145] UE4Editor!WinMain() [d:\build\++ue4\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:275] UE4Editor!__scrt_common_main_seh() [d:\agent\_work\3\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288] kernel32 ntdll
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Originally posted by JimPhoenix View PostHey there Matt,
I really like your work with the Plugin so far, but I ran into a "build failed" problem yesterday; after uninstall and reinstall the ABLE plugin in the Epic Launcher for the 4.22.3, my project unable to build with "Exclusive Nativization" (no ABLE assets in my "List of Blueprint assets to nativize" array, just a Blueprint Function Library, nothing else), because of this:
HTML Code:Building 13 actions with 16 processes... UATHelper: Packaging (Windows (64-bit)): [1/13] Default.rc2 UATHelper: Packaging (Windows (64-bit)): [2/13] SharedPCH.Core.cpp UATHelper: Packaging (Windows (64-bit)): [3/13] Project_Alvus.cpp UATHelper: Packaging (Windows (64-bit)): [4/13] PCH.NativizedAssets.cpp UATHelper: Packaging (Windows (64-bit)): [5/13] Module.NativizedAssets.gen.6_of_6.cpp UATHelper: Packaging (Windows (64-bit)): [6/13] Module.NativizedAssets.gen.3_of_6.cpp UATHelper: Packaging (Windows (64-bit)): [7/13] Module.NativizedAssets.gen.1_of_6.cpp UATHelper: Packaging (Windows (64-bit)): [8/13] Module.NativizedAssets.gen.2_of_6.cpp UATHelper: Packaging (Windows (64-bit)): [9/13] Module.NativizedAssets.gen.4_of_6.cpp UATHelper: Packaging (Windows (64-bit)): [10/13] Module.NativizedAssets.gen.5_of_6.cpp UATHelper: Packaging (Windows (64-bit)): [11/13] Module.NativizedAssets.cpp UATHelper: Packaging (Windows (64-bit)): F:\Unreal Engine 4\Engine\UE_4.22\Engine\Source\../Plugins/Marketplace/Able/Source/AbleCore/Classes/ablSettings.h(46): error C4800: Implicit conversion from 'const float' to bool. Possible information loss UATHelper: Packaging (Windows (64-bit)): F:\Unreal Engine 4\Engine\UE_4.22\Engine\Source\../Plugins/Marketplace/Able/Source/AbleCore/Classes/ablSettings.h(46): note: consider using explicit cast or comparison to 0 to avoid this warning UATHelper: Packaging (Windows (64-bit)): Took 28,5399801s to run UnrealBuildTool.exe, ExitCode=5 UATHelper: Packaging (Windows (64-bit)): ERROR: UnrealBuildTool failed. See log for more details. (C:\Users\Jim\AppData\Roaming\Unreal Engine\AutomationTool\Logs\F+Unreal+Engine+4+Engine+UE_4.22\UBT-Project_Alvus-Win64-Development.txt) UATHelper: Packaging (Windows (64-bit)): (see C:\Users\Jim\AppData\Roaming\Unreal Engine\AutomationTool\Logs\F+Unreal+Engine+4+Engine+UE_4.22\Log.txt for full exception trace) UATHelper: Packaging (Windows (64-bit)): AutomationTool exiting with ExitCode=5 (5) UATHelper: Packaging (Windows (64-bit)): BUILD FAILED PackagingResults: Error: Unknown Error
By the way, I reinstalled the Plugin because the ABLE crashes really often in various scenarios, sadly.
For example; I run into a crash a lot when I'm working with the Plugin assets opened in a window while creating a combo system and recompile an other, completely different type of Blueprint, like an Actor Component and not even an ABLE Graph:
HTML Code:Unhandled exception UE4Editor_AbleEditor!FAblAbilityEditor::Tick() [d:\build\++portal+dev-marketplace+full\sync\localbuilds\plugintemp\hostproject\plugins\able\source\ableeditor\private\abilityeditor\ablabilityeditor.cpp:374] UE4Editor_UnrealEd!FTickableEditorObject::TickObjects() [d:\build\++ue4\sync\engine\source\editor\unrealed\public\tickableeditorobject.h:47] UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\editorengine.cpp:1411] UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\unrealedengine.cpp:403] UE4Editor!FEngineLoop::Tick() [d:\build\++ue4\sync\engine\source\runtime\launch\private\launchengineloop.cpp:3967] UE4Editor!GuardedMain() [d:\build\++ue4\sync\engine\source\runtime\launch\private\launch.cpp:168] UE4Editor!GuardedMainWrapper() [d:\build\++ue4\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:145] UE4Editor!WinMain() [d:\build\++ue4\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:275] UE4Editor!__scrt_common_main_seh() [d:\agent\_work\3\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288] kernel32 ntdll
The 2nd one looks like it's failing to create a context, which a null check would fix. Let me get in a fix for that as well.
Thanks for the report and sorry for the temporary headache.
Able Ability System - A high performance, robust ability system for UE4. Now Available!
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Originally posted by Kelen View PostI think I'm missing something badly but I can't get it to work when I set Targeting > Target Logic to "Blackboard" and set Dynamic Properties > Identifier to the name of the Blackboard key where my target actor is. When I check the Blackboard, that object is set properly, it's just not being forwarded to Able.
Is there any chance you could post some more demos/videos, they help a lot but most of them are from 2+ years ago. Thanks!
Happy holidays everyone!
Edit: doing a custom targeting and fetching blackboard value manually is working perfectly.
The "Dynamic Property Identifer" is specifically for Able usage when you have a dynamic property bound (you'll see '+' signs on certain fields in Able, where you can bind some Blueprint logic to get a value at runtime). The Dynamic Property Identifier is there in case you have multiple Tasks / Targeting / Etc all using the dynamic property values so you can determine in your blueprint function which Task is calling that function.
For BB Keys, you just want to add the key to the "Blackboard Keys" array under the targeting properties. When I did that, it worked as expected.
JimPhoenix I've gone ahead and submitted a fix for those crashes (should appear hopefully sometime this week). Again, sorry for the hiccup.
Able v3.23
- NATIVIZATION FIX: Changed Force Server Activation field to be a bool, as was always intended.
- CRASH FIX: Added defensive code when the Editor isn't able to create an Ability Context.
Able Ability System - A high performance, robust ability system for UE4. Now Available!
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ExtraLifeMatt thanks a lot, I will try the fixes out and if you don't mind I will report other bugs or crashes, may even be QoL suggestions in the future here to further improve and polish the Plugin.
Keep up the good work Matt, I truly appreciate your effort with ABLE, it's a really powerful and useful system.
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Originally posted by JimPhoenix View PostExtraLifeMatt thanks a lot, I will try the fixes out and if you don't mind I will report other bugs or crashes, may even be QoL suggestions in the future here to further improve and polish the Plugin.
Keep up the good work Matt, I truly appreciate your effort with ABLE, it's a really powerful and useful system.Able Ability System - A high performance, robust ability system for UE4. Now Available!
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Originally posted by AngeIV View Postis your blackboard key public? you sure get self actor returns the character? does the character have access to blackboard or maybe you need to run it from owner (controller) ?Originally posted by ExtraLifeMatt View PostFor BB Keys, you just want to add the key to the "Blackboard Keys" array under the targeting properties. When I did that, it worked as expected.
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