#Resolved: GE_MeleeAttack DebugSphere Location

78 messages · Page 1 of 1 (latest)

carmine pawn
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Not a deal breaker but seem to be having issues with GA_MeleeAttack and specifically where the debug sphere is getting drawn.
The weapon Tip name is set correctly but I think its just not getting the coords from GetCombatSocketLocation and therefore just spawning the debugsphere at the tip of the sphere AFTER the GE event is triggered. So after the attack montage when it goes back to idle pose.
Also I have spotted these 2 UFUNCTIONS are kinda greyed out indicating they are not in use which I think is part of the issue.

RESO LVED: Don't run tests in Client Net mode. Use Standalone or Listen mode.

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Ignore the forward declares uptop, that was me trying stuff. I don;t think UFUNCTIONS need forward declaring or including.

carmine pawn
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MOntage with correct Tag setup. Its obviously triggering because a Sphere is being created, just in the wrong location.

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Weapon Tip Socket set correctly

boreal wyvern
# carmine pawn Not a deal breaker but seem to be having issues with GA_MeleeAttack and specific...

they are greyed out because they are BlueprintNativeEvent's.. so they are not defined and not called in C++.. ryder is just informing you that its not defined in code, thus grayed out in the IDE.. Ryder has an issue detecting if they are in use in blueprints and might keep it grayted out.. its greyted out in mine so thats nothing to worry about.. if it really bothered you.. normally regenerating project files fixes this.

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TipSocket is named correctly in the SKM?

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its the only image you didnt share

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the other part to check would be your GetCombatSocketLocation_Implementation in AuraCharacterBase where you are implementing that interface.. put a breakpoint and see if its detecting the socket

carmine pawn
carmine pawn
boreal wyvern
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yea and its kind of an important bug to squash cas very soon you'll be doing traces from the socket location to detect if contact was made to determine if you should apply damage or not

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so we really want to know if you're finding the socket location correctly or not

carmine pawn
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Breakpoint on GetCombatSocketLocation_Implementation

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Looks like Im getting a bunch of Nullptrs on CombatTarget

boreal wyvern
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what does that part of code look like?

carmine pawn
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SHould this also be greyed out?

boreal wyvern
carmine pawn
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or is that meant to be Execute_GetCOmbatSocketLocation instead?

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hmm maybe not then if yours is like that also

boreal wyvern
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no.. its defined as GetCombatSocketLocation_Implementation. if you call it in another function you use execute

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but the definition is _Implementation

carmine pawn
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not combatinterface.cpp

boreal wyvern
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AuraCharacterBase

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where you put the breakpoint

carmine pawn
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AuraCharacterBase.cpp

boreal wyvern
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ok.. so we are reaching that breakpoint but the data is empty before we even get into that call.. so the issue is happening before that

carmine pawn
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that override?

boreal wyvern
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no liek your context handle is coming back invalid

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so now its just finding where that breaks down from

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so lets go into AuraDamageGameplayAbility and check that DamageSpecHandle and make sure its setting

carmine pawn
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Breakpoint on return Weapon->GetSocketLocation(WeaponTipSocketName);
Does return TipSocket so it is getting that

boreal wyvern
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yea.. your call to identify the weapon socket looks correct.. issue is the previous breakpoint is showing your contexthandle is invalid.. so when it reaches the call to identify the weapon socket.. it doesnt have a source to grab the socket from cas the context is empty

carmine pawn
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ok gotcha

boreal wyvern
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so its trying to find the weapon socket on a nullptr

carmine pawn
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This is kinda empty

boreal wyvern
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what does the cpp look like?

carmine pawn
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just 1 include

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#include "AbilitySystem/GameplayAbilities/AuraDamageGameplayAbility.h"

boreal wyvern
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what lesson are you on so i can pull up the github for your lesson.. i'm so far ahead i have a bunch of stuff in there that i know you didnt reach yet

boreal wyvern
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ah got it. so yea that part should be empty so far.. so why is that context handle empty

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could this just be a timing thing..

carmine pawn
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contexthandle is created as part of the Gameplayability right.. its the contexthandle that defines what is happening to what..

boreal wyvern
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lets see exactly where this is triggering

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go into GA_MeleeAttack and under your PlayMontageAndWait.. put the rate to something super slow like 0.1 and play it and see if it matches up with the tipsocket.. jus the timing is off

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cas now that i'm looking at your montage.. you're calling the notifyevent 4 seconds after when i call mine

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so it might jsut be a timing issue

carmine pawn
boreal wyvern
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or is the combatTarget from that breakpoint invaild? in AuraEnemy.cpp in GetCombatTarget_Implementation. thats the other spot to lookk

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but i want to say GetCombatTarget on your enemy interface should be returning properly.. else your motion warping for UpdateFacingTarget wouldnt be working.. and it is

carmine pawn
boreal wyvern
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yea. its just timing

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its detecting the tip socket correctly.. but its after it already swung and is returning back to its ready position

carmine pawn
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Its basically spawning the debugsphere after the attack ability and not on the point specified in the montage timeline

boreal wyvern
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bring back your AN_MontageEvent notify in your montage to like.. frame 7

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and retry

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i think your notify is just far past when the swing is done

carmine pawn
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if this works lmao

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nah its still spawning at tip of sphere after attack montage

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This is the apex of the attack and see where the notify is

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thats after moving it back a bit..originally the notify start was just before the apex

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im gonna do another AM in case this one is glitched for some reason..

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Nope made no difference, even without motionwarping

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Appreciate your help on this, kinda late, will get back to this tomorrow. Got work tomorrow and its 2am lol

boreal wyvern
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ooph.. have a good night.. hope ya can figure this out

carmine pawn
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cheers

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big lurning curve for sure haha

boreal wyvern
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at least we know its detecting the tipsocket correctly.. just need to figure out why its not doing it at the appropriate timing

carmine pawn
carmine pawn
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I worked out the issue. I was testing in Client Net mode. When I switch to standalone or Listen net mode, the debug spheres appear as expected.

carmine pawn
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Resolved: GE_MeleeAttack DebugSphere Location