Unreal Engine 4 Tutorial - Ability System Pt.19 - Bug Fixes & Mana Regen

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Ryan Laley

Ryan Laley

Күн бұрын

In this series we go through how to create an ability system using only blueprints, including projectiles, area of effects, buffs and debuffs.
Download the project files here: / 33229729
Download resources for this series: 1drv.ms/u/s!Av...
Part 19 is the final episode in this series and we finish up by fixing some bugs and adding mana regeneration.
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Пікірлер: 45
@alistairbell1051
@alistairbell1051 3 жыл бұрын
Your last bug fix right at the end where you set isavailable before update appearance, is overriding previous cooldown code. Fix: Drag out from array element again -> 'get cooldown timer' -> 'get timer remaining time by handle' -> equal to float (0) -> AND boolean. So plug the less than node after mana normalized into the AND boolean also then plug that into the Set 'IsAvailable'. So basically instead of just seeing if you have enough mana your also checking if the cooldown timer is active. Theres a bug where you can start your fireball again if you spam the button on a fireball with a cast time set up. Fix: make an IsCasting boolean in your characters bp. Set it default false. Set to true in 'Begin Casting' after the first branch. Set to false in interrupt cast. Set to false in 'Cast Ability' after spend mana. Then finally back in the event graph for actionbar_ui at the end where the 'Set isavailable' node is, just before it put a branch with the condition 'IsCasting'. False goes to 'Set IsAvailable'. True skips that node and goes straight to update appearance. Im pretty sure this will also stop many other bugs. Note: You need a player reference to set the IsCasting boolean.
@finherckelrath5498
@finherckelrath5498 3 жыл бұрын
Thank you so much.
@nussigerdrache
@nussigerdrache 3 жыл бұрын
thank you so much for this comment :)
@ijbest2010
@ijbest2010 3 жыл бұрын
I cant get the second fix to work
@alistairbell1051
@alistairbell1051 3 жыл бұрын
@@ijbest2010 should work. is there anything your unsure of in the process you think you might be doing wrong? So i can explain it better.
@DmitryNazarovMmitekk
@DmitryNazarovMmitekk 2 жыл бұрын
Thank you a lot for your updates 🙏
@arankasih1162
@arankasih1162 2 жыл бұрын
i found a few bugs: 1. if u managed to jump right after the cast bar is completed, the fire ball will launch at the location before you jump. what i think is better, that the fireball should follow the jump. 2. how to deselect a target? this has been mentioned before, but i guess we need a further explanation on this. 3. it is also has been mentioned, that the cursor wont show up after opening spellbook, there is still no absolute answer about this bug 4. this not a big bug, it just a minor bug i guess, but when u try to activate fireball with no target selected, it will show an error message
@trollmacht
@trollmacht 2 жыл бұрын
nr 3 what worked for me atleast was to replace the "set input mode game only" with "set input mode game and ui".so u have "set inputmode game and ui" two times. and turn mouse on on both "Set" booleans
@zucchini3D
@zucchini3D 4 жыл бұрын
Might be a choice rather than a bug, but I found that I needed to unbind certain events after they were called so as not to repeat code. For example, I had a bug where ALL of my projectiles were having velocity added on to them, even after they were fired from my character (So, the ball projectile that was fired and dropped to the ground would magically bounce back up again once another ball was fired). I did a lot of tweaking so it may not be the only source of the issue, but when I added the “Unbind all Events from Cast Successful” in my CastAbility function (with the Target being the Cast Bar UMG Object Ref), that seemed to stop the repeat. So the code went from: (After firing the 4th instance of this projectile) Firing Projectile_1 Firing Projectile_2 Firing Projectile_3 Firing Projectile_4 To (After firing the 4th instance of this projectile) Firing Projectile_4 It stopped that repeating/stacking code. Again, it may be a very specific issue as I was frankensteining code to have this be an FPS lol, but if anyone else is having an issue where, say something like the LifeSpan is 2 seconds, but once another ability is spawned, the lifespan for the previous ability is reset to 2 seconds again, it may be due to the fact your CastSuccessful event, or other event, is bound. I hope this helps! And thanks for the other bug fixes Ryan!
@jb2760
@jb2760 4 ай бұрын
I know its a 3 year old post but youre a saint for leaving this comment. Hope you've been able to accomplish your goals since then. good luck internet stranger thanks for the tip.
@Tundralia
@Tundralia 4 жыл бұрын
If you split up your health/mana bar into a separate widget from the action bar and its slots, how would you go about making and calling the array to fix the issue with the cooldown bars not displaying on the buttons when you're out of mana?
@princessrayneshia1293
@princessrayneshia1293 4 жыл бұрын
thanks alot for this video i was having alot of trouble trying to solve some of these bugs myself, the only other one im stuck on is unless i didn't follow the one episode correctly damaging the enemy resets their debuff timer so if the debuff does damage it lasts forever
@lcxlursyi6
@lcxlursyi6 3 жыл бұрын
having trouble with that one aswell
@BotanyInspiration
@BotanyInspiration 4 жыл бұрын
Nice vid man
@EpicGamerGR
@EpicGamerGR 4 жыл бұрын
How i can make animations (movement, attack and more) in unreal engine 4
@alexogar9300
@alexogar9300 4 жыл бұрын
You kinda don't, it s hard to make them from 0, you shoild try making them in something like blender or houdini, it s much easier
@EpicGamerGR
@EpicGamerGR 4 жыл бұрын
@@alexogar9300 ok
@wadegibson6649
@wadegibson6649 3 жыл бұрын
One bug I have found is that once my enemy has died my ability continues to try and hone but there is no target occurring in an error. How can I reset my homing and rotation once I no longer have a target?
@gabrielmonarque661
@gabrielmonarque661 4 жыл бұрын
I've found a bug with succesful cast and the delay and projectile ability. If you cast the Projectile ability very close to the enemy parent , the delay hasnt the time to call cast success and you're not able to use fireball ability anymore. I've tried to reduce the time on the delay and it mess the Ability itself because you can cast it way too fast . Anyone has a clue for this
@RyanLaley
@RyanLaley 4 жыл бұрын
I'll look into it and see what I can up with.
@MrMaxymon
@MrMaxymon 2 жыл бұрын
Having this tutorial series go into abilities for weapons like games like Destiny 2 and Boarderlands. Not really active abilities more passive stuff....skill tress for them as well would be cool....oh and a tutorial series for the typical "abilities" used in multiplayer games....Fireball (projectile) lightning (cone) AoE and healing...DoT had HoTs....that whole series I would pay more then $20 on patreon for to get project files.
@turahok
@turahok Жыл бұрын
Will this work in 5.2?
@froggyworld
@froggyworld 3 жыл бұрын
Amazing tutorial! Thank you.
@chrisbennett2109
@chrisbennett2109 4 жыл бұрын
Re: Adding the Parent Cast Ability back in, I thought we deliberately didn't add this in an earlier video as we didn't want the buff to detach from the player due to things going on in the parent? Did we resolve this elsewhere?
@RyanLaley
@RyanLaley 4 жыл бұрын
I will double check this. The alternative is to not use the parent call and instead just copy it's contents minus the attach. I foresee an episode 20 that includes new features and further fixes.
@chrisbennett2109
@chrisbennett2109 4 жыл бұрын
@@RyanLaley Cool, makes sense.
@balsahajdukovic7734
@balsahajdukovic7734 Жыл бұрын
@@RyanLaley Where is the ep 20?
@FreQtik
@FreQtik 2 жыл бұрын
Thank you Ryan for all these tutorials, they are highly appreciated! Please keep it up! After watching all of these videos I ask myself if this system is useable for multiplayer? Would i just have to replicate everything? Thanks in advance!
@Simeown
@Simeown 3 жыл бұрын
Can you show us how to assign keyboard presses to the hotbar slot? For instance 1-8 for the 8 slots?
@RyanLaley
@RyanLaley 3 жыл бұрын
This was actually voted for by my patrons last month and is coming this week for them. Out on KZbin later
@Simeown
@Simeown 3 жыл бұрын
@@RyanLaley I'm a patron, what day will it come out?
@RyanLaley
@RyanLaley 3 жыл бұрын
@@Simeown tomorrow most likely
@thomast2798
@thomast2798 3 жыл бұрын
@@RyanLaley Hi, first thank you for your excellent tutorials, they are really awesome! I also want to know how to bind keys to the actionbuttons, I'm very new to patreon and how it works. What membership level is required to see that video?
@ijbest2010
@ijbest2010 3 жыл бұрын
@@RyanLaley is that video out?
@AzaGorod
@AzaGorod 3 жыл бұрын
just got to figure out how to lock abilities till a skill point is used.
@krakensoein6100
@krakensoein6100 4 жыл бұрын
Nice serie i do it on 2 weeks! thx a lot! I have 3 little problem, 1- The AoE spell didnt disappear and stay all time 2- when we close the spellbook we cant use mouse and for last, How change target to nothing ? after i click on my target i stay attached to him forever. thx for read me and if you can help you will my entier grattitude! =)
@EmarStudios
@EmarStudios 3 жыл бұрын
I have same problems 1- The AoE Spell should have a Life Span option in the defaults details panel (if you built it properly it should be there) 2- ... uh ... im working on it? there should be some sort of show mouse cursor blueprints and game/ui inputs blueprints that you can toggle on when you close the spell book, just place em at the end of the close spell book blueprints (i know that my explanation isnt concise i apologize for that i still need to look into that myself) 3- I just recently found ... some sort of workaround for the deselecct issue ... it may not be the best way of doing it but it sorta works? ... what I did was I went into the TargetParents EventGraph, referenced the TargetIndicators and MyControllers->CurrentTargets boolean info which would determine whether something is or isnt selected. If it's false then proceed with the rest of the blueprints (casttomycontroller -> setting the target -> bind to targetchanged -> etc) if its true then that's where youd want to "clear the target" & "set the current target" to nothing
@TL332
@TL332 4 жыл бұрын
Great Tutorial as always! How would I implement a skill (Increase Fire Damage) that would, when taking the skill, increase the damage of the fireball spell (or other similar spells)? P.S.: will be implementing your skill system tutorial.
@justnaomino3748
@justnaomino3748 3 жыл бұрын
You have to multiply the DMG with the "increase fire damage" => 100% + Increase Fire DMG for example: 125% => DMG multiply 1.25
@Abydos01
@Abydos01 3 жыл бұрын
You not show too much at the end of your video but i think you totally broke the cool down bar on the action shots. It is only work when there is no mana co recast a skill. Maybe i missed something but seems 15:35 you have the same issue all the skills what still has enough mana to recast almost instantly reset. I am new to this so may not see something important but I think the main issue is that you tracking the cool down in the slots but refreshing the slots every sec wit the mana bar and get confused and reset. if I unplug the mana regen, i can get at least one skill to show cooldown at a time. But the aray resets any active cooldown for the newly started one. The solution is i think to make the tracking of the mana in the slot individually but they get the data form the action bar for the sake of less cast. + separate the health bar refresh from the wohle UI content refresh. I love this series. this is a patchwork of an ability system but it is a great base to get my lazy ass and write my own based on this :) For the ability suggestion: Aura what follows the character and affect enemy actors. And pick an place skill like meteor shower (skill what you can pick up from the action bar with a click and spawn it on the clicked location.)
@ВадимГречанинов
@ВадимГречанинов Жыл бұрын
That's because "IsAvaible" variable is used for both mana check and cooldowns. It is set to True if you have enough mana for the skill, ignoring the cooldowns, and, as a result, resets all Your cooldowns each time UI is updated. Now how I fixed this. In "ActionBarSlot_UI" create a new boolean variable "IsOnCooldown" with a default value FALSE. Set this variable to TRUE between "Set "IsAvaible: false" and "Update Appearance" and set it to FALSE in EndCooldown logic between "Call Request Update UI" and "Clear and invalidate Timer by Handle". Then go to "ActionBar_UI", drag IsOnCooldown from "For Each Loop" node (pin - Array Element), create "Not Boolean" node and plug "IsOnCooldown" into it. Create "AND BOOLEAN" node, break link between "Float
@Atl3m
@Atl3m 3 жыл бұрын
Finish :D thank you
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