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Coin Plugin Able Ability System [Coin] v3.96

Code Plugins

Lucifer

Overlord
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Administrator
18+ добавил(а) новый ресурс:

Able Ability System - Тулза для мучения сколлов

Preview: youtu.be/fWmPOl36v78
In-depth Overview: Community Example - Able Shooter Game Tutorial (Video)

Able is an engine plugin, written in C++, for Unreal Engine 4. In Able, Abilities are created from various actions called Tasks. Tasks are then assembled together in the Ability Editor. The Ability Editor is an intuitive, easy-to-use editor that lets anyone quickly setup an Ability and...

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Lucifer

Overlord
Команда форума
Administrator
- UE 5.1 support (this means 4.26 is no longer supported)
- Camera Shake class was renamed so you may need to reset those fields.
- Asset paths were revamped in this release, I think I fixed everything to work with the new system - but let me know if you find a hyperlink or what not and it complains.
- Editor Style Set was removed, so, you may see some changes if you have custom editor styles or what not.
- Added Range override field to IsInAbilityRange BT Decorator. This lets you specify a custom range rather than ask the ability for it.
- Fixed an issue where the Server and Client could get prediction mismatches if the prediction tolerance was 0 (which is default).
- Turn To task now has a "Use Task Duration As Blend Time" which will use the task duration as the amount of time it takes to complete the turn. Enabled by default.
- Added "Unique Actors" to the Collision / Targeting filters. This will only return each actor found, only once - even if they have multiple collision entries in the physics scene. The entry choose is random (which ever is encountered first).
- Play Particle Effect Params can update on tick now. Just check the "Enable Tick Update" on the parameter you wish to continually update.
- Damage Event Task changes:
- Now passes in the FDamageEvent structure into CalculateDamageForActor callbacks on the Ability.
- Added Radial Damage Info to the Task parameters. This lets you use the RadialDamageEvent which gives you damage falloff from a center location or what not. Supports Dynamic binding.
- Blueprint Changes
- All Tasks
- GetDuration - returns the task duration in seconds.
- GetCurrentDurationAsRatio - returns the task duration as a value between 0.0 and 1.0
- Ability
- GetIsPassive - Exposed Function
- GetInitialStacks - Exposed Function
- GetMaxStacks - Exposed Function
- GetStackIncrement - Exposed Function
- GetStackDecrement - Exposed Function
- GetDecayTime now requires an execution pin (as it's dynamic and not static).
 
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