Welcome back everyone. In this series of videos we are going to be working on putting together our electro spark skill. That's another black magic skill here and our player is going to acquire that skill when they interact with this Dyess right here, it's gonna be pretty cool. It's gonna make our characters sort of animate up into the air, just a slight bit off the ground, and there's going to be this electricity that sort of encircles them, and they're going to apply some damage to anything within that radius near our player where all that electricity is flowing. So to get us started here, what we need to do is we need to create an electro spark blueprint. Here I am in our content, Metroidvania blueprints actors folder and just kind of like we did with our BP fireball, we need to right click, create a new blueprint class.
This will be based on the actor class and we're going to This BP underscore electro Spark, okay, and then we're going to double click on it to open it up, and we're going to add all the components necessary to make this happen. So we're going to start off by creating a or adding a new component, this is going to be a sphere collision, right down here. And I'm gonna call this simply collision. And I want to make this our new route. So I'm just gonna drag and drop it right here on top of our default scene route, and it says it'll drop it here to make this the new route, which I do want to do. Okay, right away, as we add each of these components, I'm going to set their details.
So with that selected, over on the right hand side, let's come under sphere radius, and we're going to make this way bigger, something like 500 for our sphere radius, much, much bigger. We're going come under the collision settings. And we're going to change the collision preset here to be custom. The object type that we're going to set for this is going to be black magic. And then down in our various collision responses, we can set this to block everything. Although we want it to ignore the pawn, and we eventually want it to overlap in enemy.
You know what, while we're here, we're going to create a new object channel called enemy. So let's just pause right here by pause I mean leave right here. We're going to jump back to our project settings. Jump here to project settings. And over along the left hand side under collision, we created an object channel called Blackmagic let's create a new object channel. We will call this one enemy, we can leave the default response to block and we will accept this and that will add a new object channel, we can exit out of our project settings here.
And jumping back to our BP lecture spark blueprint. If I compile this, you can see that now over on the right hand side, an object response for enemy is now available. I'm going to set this to be overlapped because we want this particular sphere to be able to overlap anything labeled as an object type enemy, okay? Next thing I'm going to do is add a bunch of VFX particle systems. So let's add a component. This is going to be a particle system.
And we're going to call this V FX underscore And I'm just going to leave it at that name for now. And the reason I'm going to leave it at that name for now by pressing Enter is because I want to select or right click on this and copy it. And I'm then going to select our coalition component here and I'm going to paste it once. Twice. And it actually is just renaming it particle system, I thought it would actually append VFX Oh 102 onto the end of this, it does not paste again. And then we're going to paste again.
Essentially, we want five particle systems out here. So let's start with this topmost one, I'm just going to hit f2 to rename this first one VFX underscore start up. gonna hit f2 on the one right below and call this V effects underscore lightning lightning I think I spelled that Right, right, underscore oh one, then I actually want to copy part of that name, left click Ctrl C to copy a part of that name, because I'm going to use much of a similar name for the rest of these. So hitting f2 on this other one gonna hit Ctrl V to paste that name. And I'm just going to call this one right underscore oh two, again, you can rename it over here or in the Details panel. Then I'm going to select this one, hit f2.
I'm going to paste that name and I'm going to call this left underscore o one. Then I'm going to hit f2 on this one, hit Ctrl V to paste my copied name and we're going to call this left underscore, O two. The reason I have multiple ones in here is because I want several lightning effects in circling our player is just going to look better that way. And I got that through some trial and error. Let's start with our VFX startup. So select that component.
And right out the gate here I want to slot in a particle template, this one is going to be do a search for fire, underscore charge, underscore old one. The one you're looking for here is this one, the p underscore arborist fire charge. Okay, you kind of saw it flare in the view there. And I'm gonna set the size for this to be a uniform of three in the x, y and z that's gonna look kind of fancy when we start up this effect. Okay for our VFX lightning, right I'm gonna slot this as whirl wind. I spelt whirlwind wrong.
That's embarrassing. whirlwind underscore lightning whirlwind underscore lightning underscore vein underscore oh one, that one looks pretty good. I'm going to set the scale to be two in the x, y and z. And then I'm going to rotate this I'm going to set the x rotation to be 90. So it's going to be more facing the camera, you see all that thing looks kind of cool, right? And then I'm also going to set this custom time dilation from one to two, what that's going to do is it's going to place it or play the particle effect at double the speed.
So think of this as a speed modifier of sorts. time dilation of point five would be playing it at half speed, that sort of thing. Okay, then I'm gonna set our next one too, right oh two. We're gonna slot in that same particle template. In fact, if I just do a search for Vang underscore one, there's our lightning vein. Gonna Size it up to be twice the size.
This one actually all set to be one and a half times the size, I got one a little bit bigger than the other, that's what I got going on one a little bit bigger than the other. The rotation can stay at x of 90. So make sure you set that to 90. And the custom time dilation for this, I will leave as is. So we got one at 1.0 and one at 2.0. So we're going to do much the same here for our lightning left, select your lightning left slot in vain.
Make sure it's that lightning oh one. This one I'm going to set to be two times a size. Our x here is going to be a negative 90. So spinning in the opposite direction. And I'm going to set the custom time dilation here to be to this And our last one here VFX lightning left two, we're going to slot in that vein. That p whirlwind lightning Vang o one, we're going to set our scale here to be 1.5 for the x, the y and the Z, and rotation here is going to be a negative 90 is well so some of these are spinning around to the left, some are spinning to the right, some are going a little bit faster scale a little bit bigger, smaller, etc.
Okay, so with that all done, let's Compile and Save. That is all we wanted to accomplish in this one. Let's keep the momentum rolling. We'll see you in the next video.