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    I've clicked 'reset preview asset', and it does not clean up dupes. Perhaps I need to close my preview assets blueprint first?

    LogAble: Warning: [TestMap (Client 1)] InternalStartAbility [Melee] Started
    LogScript: Warning: Script Msg: Attempted to access index 0 from array 'CallFunc_GetTargetActors_ReturnValue' of length 0 in '/Game/PrototypeGame/Blueprints/BP_Player.BP_Player_C:ExecuteUbergraph_BP_Player'!
    LogBlueprintUserMessages: [BP_Player_C_0] Client 1:
    LogBlueprintUserMessages: [TestMap] Client 1: (World NULL OWNER) Melee - Query found 0 results.

    That's the output log when I use the ability. I added a "play particle" task just to test if the ability works and it seems to be working but it's not returning any target actors for some reason. I've spent about an hour playing around with different settings for the task to no avail. Thank you for your reply and support.

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      Originally posted by Nosh88 View Post
      I've clicked 'reset preview asset', and it does not clean up dupes. Perhaps I need to close my preview assets blueprint first?

      That's the output log when I use the ability. I added a "play particle" task just to test if the ability works and it seems to be working but it's not returning any target actors for some reason. I've spent about an hour playing around with different settings for the task to no avail. Thank you for your reply and support.
      You can just close/re-open the editor and get rid of those dupes. Working on the Preview Asset while Able has it spawned in the editor is a bit iffy.


      Looks like you're calling GetTargetActors and accessing an invalid index as well. You'll want to make sure the array has something in it before you access it. The query not finding something is generally due to the actor not responding to overlaps, or you're checking the wrong collision channel. You can also turn on "Show Collision Queries" in the Ability Editor to see where the query is occurring.

      https://docs.unrealengine.com/en-US/...iew/index.html
      Able Ability System - A high performance, robust ability system for UE4. Now Available!

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        I've got it working. Thank you for your support. Appears my overlaps were funky. I've thoroughly enjoyed this plugin, thank you so much for your hard work.

        Comment


          Originally posted by ExtraLifeMatt View Post

          There is a callback when using the Spawn Actor task that lets you set some properties on the spawned actor, so you can do it there. I would likely just have a "Owner" property on my projectiles, set it to the caster, and then when the overlap happens, use an Ability that just does the explosion vfx/sfx, and calls CalculateDamage which then passes in the owner and you can grab all the owner properties in the OnCalculateDamageForActor callback.

          Heal would be the same thing. Just pass along the Caster either as owner or instigator, and then either use a custom event or Damage Task (which should work for negative damage...) and pull the stats there.
          Ah alright! cheers

          Comment


            Has anyone found a way to deal with the system playing abilites twice when a player has high ping?

            it starts to happen around Net PktLag=550

            any insight would be geat!

            Comment


              Originally posted by schmozzzle View Post
              Has anyone found a way to deal with the system playing abilites twice when a player has high ping?

              it starts to happen around Net PktLag=550

              any insight would be geat!
              550ms of lag is pretty brutal. Is your Ability less than .5 seconds long? I could definitely see that causing a double play.
              Able Ability System - A high performance, robust ability system for UE4. Now Available!

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                Hey Matt,

                Is there a way to push a refresh down to child classes after adding a new inheritable task to their parent? Only thing that seems to be doing it at present is recreating the child class. Recompile, reload, project reload.. nothing else seems to do it.
                @thereisnoscotty
                Grand Marshal of the Parade of Madfellows

                Comment


                  Originally posted by soctty View Post
                  Hey Matt,

                  Is there a way to push a refresh down to child classes after adding a new inheritable task to their parent? Only thing that seems to be doing it at present is recreating the child class. Recompile, reload, project reload.. nothing else seems to do it.
                  Not currently. They're copied when the Ability is initially created and there is no great way to determine later if we should recopy the base level Tasks again (you'd end up with dupes for anything you slightly changed). So your options are to re-create the Ability, or just manually add the new Task.

                  Being able to Copy / Paste Tasks between Abilities would help this quite a bit, but it's not a trivial thing to add unfortunately and I haven't quite thought of a good way to go about it just yet.
                  Able Ability System - A high performance, robust ability system for UE4. Now Available!

                  Comment


                    Originally posted by ExtraLifeMatt View Post

                    Not currently. They're copied when the Ability is initially created and there is no great way to determine later if we should recopy the base level Tasks again (you'd end up with dupes for anything you slightly changed). So your options are to re-create the Ability, or just manually add the new Task.

                    Being able to Copy / Paste Tasks between Abilities would help this quite a bit, but it's not a trivial thing to add unfortunately and I haven't quite thought of a good way to go about it just yet.
                    I was afraid that was gonna be the case. Would it be feasible to put the old inheritance functionality on a toggle?
                    @thereisnoscotty
                    Grand Marshal of the Parade of Madfellows

                    Comment


                      Originally posted by soctty View Post

                      I was afraid that was gonna be the case. Would it be feasible to put the old inheritance functionality on a toggle?
                      It's in there already, under Able Settings just toggle off "Copy Inherited Tasks". However, it won't work if the Ability is already created (and Tasks that are simply inherited through normal means, e.g., without the copy, cannot be modified). Previously Able would go and ask the Parent for the Tasks every time an Ability loaded, which lead to some nasty bookkeeping and overhead (every Ability had two Task arrays and it would have to do a "if X, return this one, else return the other" every time an Ability was asked for its tasks, which happens anytime an Ability is executed) - so I moved to simplify that.

                      Like I said, you're in a bit of a rock and a hard place. I could add an option to the editor to forcefully re-copy the Parent tasks, but you will likely get dupes that you have to clean up manually.
                      Able Ability System - A high performance, robust ability system for UE4. Now Available!

                      Comment


                        Originally posted by ExtraLifeMatt View Post

                        It's in there already, under Able Settings just toggle off "Copy Inherited Tasks". However, it won't work if the Ability is already created (and Tasks that are simply inherited through normal means, e.g., without the copy, cannot be modified). Previously Able would go and ask the Parent for the Tasks every time an Ability loaded, which lead to some nasty bookkeeping and overhead (every Ability had two Task arrays and it would have to do a "if X, return this one, else return the other" every time an Ability was asked for its tasks, which happens anytime an Ability is executed) - so I moved to simplify that.

                        Like I said, you're in a bit of a rock and a hard place. I could add an option to the editor to forcefully re-copy the Parent tasks, but you will likely get dupes that you have to clean up manually.
                        Gotcha. I don't know that the force update route is worth the effort. Seems like some extra care on my part in the planning stages is probably the way forward, and probably the right way in any case.
                        @thereisnoscotty
                        Grand Marshal of the Parade of Madfellows

                        Comment


                          Hello,

                          This plugin looks great!
                          I try using it on UE 4.24.2 but I am having 2 issues so far:
                          1. Preview animation for Play Animation task doesn't seem to work for me. The character remains in idle animation from the animation blueprint file even if the Animation Mode is set the "Single Node". A workaround is to hit the "Step Back" button and then "Resume" so it would play, but it will not display the progress on the timeline. It was also reported on one of your tutorials on youtube a few months ago
                          2. Tried adding an "Apply Damage" task by following "Able Tutorial #1 - Creating a Simple Ability" tutorial. I set "Target Logic" and "Targeting" properties but after clicking Save, a dialog is displayed with the following error: "No Query Dependency Defined: BasicMelee with GetCopyResultsToContext".
                          I will appreciate it if you can help me with those 2 issues!

                          Comment


                            Originally posted by icehowler View Post
                            Hello,

                            This plugin looks great!
                            I try using it on UE 4.24.2 but I am having 2 issues so far:
                            1. Preview animation for Play Animation task doesn't seem to work for me. The character remains in idle animation from the animation blueprint file even if the Animation Mode is set the "Single Node". A workaround is to hit the "Step Back" button and then "Resume" so it would play, but it will not display the progress on the timeline. It was also reported on one of your tutorials on youtube a few months ago
                            2. Tried adding an "Apply Damage" task by following "Able Tutorial #1 - Creating a Simple Ability" tutorial. I set "Target Logic" and "Targeting" properties but after clicking Save, a dialog is displayed with the following error: "No Query Dependency Defined: BasicMelee with GetCopyResultsToContext".
                            I will appreciate it if you can help me with those 2 issues!
                            1.) Make sure you have the Able Ability Component on your preview character. Otherwise you get weirdness when trying to execute Abilities. You can also turn on Verbose for the Animation task and it'll tell you whats going on under the hood. See if that pops up anything weird.

                            2.) That error is complaining that you have an Apply Damage Task, but you have either No Targeting logic on the Ability itself, or you don't have a dependency defined for a query to populate who/what you'll be applying damage to. If you have an query earlier on in the Ability, just add a dependency (Click on your Apply Damage Task, then right click on the query and click "add dependency").
                            Able Ability System - A high performance, robust ability system for UE4. Now Available!

                            Comment


                              Thank you for help!

                              I managed to solve the 1st issue. Indeed, I had to add the component to the preview actor.
                              However, I am not sure how to fix the 2nd one. I have a targeting logic set. I also tried to add a dependency to the animation task but I still receive the same error.

                              Here is a screenshot

                              Click image for larger version

Name:	ability.png
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ID:	1725250

                              Comment


                                Originally posted by icehowler View Post
                                Thank you for help!

                                I managed to solve the 1st issue. Indeed, I had to add the component to the preview actor.
                                However, I am not sure how to fix the 2nd one. I have a targeting logic set. I also tried to add a dependency to the animation task but I still receive the same error.

                                Here is a screenshot

                                Click image for larger version  Name:	ability.png Views:	0 Size:	286.8 KB ID:	1725250
                                Yea, I thought about adding a big message on the viewport if it doesn't find the Ability Component on the Preview Actor. The Output log spits out an error, but a lot of people don't seem to run with the output log opened.

                                Two options for the other issue:

                                1.) Just click the "Require Target" option on the Ability, although that will prevent it from firing if it doesn't have a target.
                                or
                                2.) Setup a Collision Query with the same parameters you are using in the Targeting, mark it as "Copy to Context", mark Apply Damage as a dependent of that Collision Query, and finally you can clear out the old targeting logic.

                                The point of that assert is to make sure if you are trying to apply Damage to a Target, that you have some form of targeting setup. Arguably it shouldn't need the "Require Target" check - instead it should just check that you have some targeting setup, so I can get a fix out for that.
                                Last edited by ExtraLifeMatt; 02-24-2020, 11:45 AM.
                                Able Ability System - A high performance, robust ability system for UE4. Now Available!

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