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  • replied
    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.

    Leave a comment:


  • replied
    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.
    Ah, I believe those should be replaced with Actor Particle Parameters. Beams were super hacky back when I made that tutorial. If they just use Actor parameters you can simply set those. I get what you mean by saying it's out of date, I'll check it out and see if I can get it updated.

    Leave a comment:


  • replied
    Originally posted by ExtraLifeMatt View Post

    What specifically are you having a problem with? Beams should be relatively unchanged.
    Sorry I should have been more specific. I do not see a "beam" section in the "play particle effect" task like in the tutorial.

    Leave a comment:


  • replied
    Originally posted by TVwj View Post
    Do you have an updated tutorial on beams? I can't follow chain lightning tutorial.
    What specifically are you having a problem with? Beams should be relatively unchanged.

    Leave a comment:


  • replied
    Do you have an updated tutorial on beams? I can't follow chain lightning tutorial.

    Leave a comment:


  • replied
    Originally posted by mashirooDH View Post

    I fix this by marking RF_ArchetypeObject flag when adding an new ability task. Hope it work for u.
    Click image for larger version Name:	BlueprintTaskIssue.png Views:	0 Size:	7.3 KB ID:	1683699
    This is fixed in the latest update, I just ignore filter out the REINST and such. If I find that doesn't solve people's problems, then I'll look into the Archetype Object flag.
    Originally posted by Ilkatheon View Post
    Hello,

    I'm using Able to attempt to play a particle effect on an npc. I'm using custom logic for targeting - however I cannot seem to actually have the particle effect execute on the target npc. I get a lot of crashes trying variations - so thought I should just ask rather than tear my hair out.

    Our targeting and combat systems are external to able (hence the custom logic) - we're just using a simple tab targeting mechanism at the moment.

    So my ability is just a particle effect.

    As I note it has custom targeting :

    Click image for larger version

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    I've overriden "Find Targets", found my target and that is being assigned to "Found Targets".

    I'm not quite sure what I should place in the Task Targets section - does Found Targets override this? (I've tried a few variations but none seem to work and/or crash).


    Click image for larger version

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    Any ideas?
    Target Actor should be the correct field. Turn on Verbose for that task and you should get a print out of exactly what is happening. I will note that Play Particle Effect had a couple bugs in it that are fixed in the latest version (namely with the dynamic binding always returning the static particle effect referenced in the Task, and that attached Effects on Targets didn't work correctly).

    Leave a comment:


  • replied
    Hello,

    I'm using Able to attempt to play a particle effect on an npc. I'm using custom logic for targeting - however I cannot seem to actually have the particle effect execute on the target npc. I get a lot of crashes trying variations - so thought I should just ask rather than tear my hair out.

    Our targeting and combat systems are external to able (hence the custom logic) - we're just using a simple tab targeting mechanism at the moment.

    So my ability is just a particle effect.

    As I note it has custom targeting :

    Click image for larger version

Name:	1.png
Views:	122
Size:	16.4 KB
ID:	1683815

    I've overriden "Find Targets", found my target and that is being assigned to "Found Targets".

    I'm not quite sure what I should place in the Task Targets section - does Found Targets override this? (I've tried a few variations but none seem to work and/or crash).


    Click image for larger version

Name:	2.png
Views:	99
Size:	14.7 KB
ID:	1683816

    Any ideas?

    Leave a comment:


  • replied
    Originally posted by ExtraLifeMatt View Post

    Possibly. The REINST means the blueprint was reinstanced under it. I wouldn't think that would cause your issue, but I honestly don't know. Marketplace support just got back to me and said they are experiencing longer than normal delays but the update was received and is working its way through the system.
    I fix this by marking RF_ArchetypeObject flag when adding an new ability task. Hope it work for u.
    Click image for larger version  Name:	BlueprintTaskIssue.png Views:	0 Size:	7.3 KB ID:	1683699

    Leave a comment:


  • replied
    Originally posted by Demonrras View Post


    I only stop to play animation in ably ability and the error goes away.
    Look your plugin. If I can't play animation in there is 4.23, her are unuseful. I like your plugin but need a better support on this.

    PS: The only curves I have in my project are from ALS and I never edited or changed anything about it ... they are as original and never gave a problem.
    I went back and found the error you got in one of my old emails from a user. They got that error when using Advanced Locomotion on 4.23. 4.22 doesn't have the issue. It's apparently a bug with Advanced Locomotion System, not with Able - or potentially an incompatibility between the two (which I would shocked by since Able just calls UE4's animation calls).

    Leave a comment:


  • replied

    Originally posted by ExtraLifeMatt View Post

    That's something with the animation itself. Looks like bad curve data? I saw that before in some other thread. I'd search around and see if you find the issue, that's outside of Able.
    I only stop to play animation in ably ability and the error goes away.
    Look your plugin. If I can't play animation in there is 4.23, her are unuseful. I like your plugin but need a better support on this.

    PS: The only curves I have in my project are from ALS and I never edited or changed anything about it ... they are as original and never gave a problem.
    Attached Files
    Last edited by Demonrras; 11-04-2019, 02:43 PM.

    Leave a comment:


  • replied
    Originally posted by Demonrras View Post
    Trying to do this tip above...I found a crash problem (like image below)....When I play animation with able plugin in multiplayer project...always got this crash error...I remove animation of able ability and all goes well.

    The same error occour on builted engine in 4.23.1.

    I can submit logs if you need...
    That's something with the animation itself. Looks like bad curve data? I saw that before in some other thread. I'd search around and see if you find the issue, that's outside of Able.

    Leave a comment:


  • replied
    Trying to do this tip above...I found a crash problem (like image below)....When I play animation with able plugin in multiplayer project...always got this crash error...I remove animation of able ability and all goes well.

    The same error occour on builted engine in 4.23.1.

    I can submit logs if you need...
    Attached Files

    Leave a comment:


  • replied
    Originally posted by Demonrras View Post

    Can you pls make some prints to show this?
    Targeting -> Custom Targeting

    Then in your Ability Blueprint, override "Find Targets" (CustomTargetingFindTargetsBP), that has an array parameter named Found Targets. Any actors added to that array are added to the context.

    Leave a comment:


  • replied
    Able v3.20 has been submitted. Notes below.

     
    Spoiler


    As always, please continue reporting feedback and let me know if you have any issues.

    I'm working with my artist buddy to do a pass on the Able documentation / Store page, so expect changes to that as soon as we nail down a plan (hopefully sooner rather than later).

    Leave a comment:


  • replied
    Originally posted by ExtraLifeMatt View Post

    You would want to do that through the Custom Targeting on either your query or the Ability itself. You can return a list of actors that way and it'll get added to the context.
    Can you pls make some prints to show this?

    Leave a comment:

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