Welcome back. Once again everyone, well, we've got a fireball capable of being shot out by our player character. In this one, we're gonna create a camera shake blueprint so that when our fireball impacts something, we're gonna have a little bit of oomph there you know a little bit of more of an impactful sensation that we see on screen. So let's start off in our content Metroidvania blueprints miscellaneous folder, this directory right over here. And then let's right click, we're going to create a new blueprint class and this one is not part of the common classes. We're going to search for it down here.
And we're going to do a search for camera shake. This is going to be our parent class right here camera shake and we will select that and name this BP underscore score. camera shake. Let's double click on this bad boy to open him up. And this is what You need to know over on the right hand side, you've got a bunch of details related to how you want your camera shake to behave. You've got an oscillation duration, this is how long you want your camera shake to last.
You've got rotational oscillation in the pitch roll in. Yeah, that's basically, you know, you can rotate in the xy and z coordinates. That's what the pitch, yaw and roll all represents locational oscillation so you can have this camera move in and out or left and right or up and down. And then you've also got f Avi oscillation, which is like your zoom in zoom out kind of camera shake. So let's set some parameters here. I'm not going to set all of these I do have some specific ones in mind.
For starters, I'm going to set our oscillation duration, this is how long our camera shake is going to a quarter of a second. Now you do have some blend in times in blend. out to sort of smooth out that transition. If it's going to be a little bit longer, this is going to be a really, really brief oscillation, I'm just going to leave these unchanged. I do want to isolate this rotationally. So I'm going to expand our rotational oscillation here.
And under the pitch settings, I'm going to set the amplitude to five. And I'm going to set the frequency to 50. And I definitely encourage you guys to sort of fiddle with some of these settings to see how much they impact things like you set your amplitude to you know, 100 versus five, you're gonna see a lot greater effect. This initial offset here, instead of random you've got well random zero, I will set it to random is gonna be fine. And let's, let's leave these as default amplitude and frequency are the big ones here. Let's go under yaw.
I do want to shake it that way as well. Under the amplitude setting, I am going to sit down to five in the frequency is 50. Just so you kind of get what pitch and yaw are, well, I used to work on a major league baseball game back in the day. So if you think about pitch, that's kind of the angle that a ball would be hit. So you know on the ground or up in the air, you're in the terms of baseball, you could think of your as being left to right rotation, you know, left field center field, right field, so that sort of rotation along that axis. Okay, so roll I'm gonna leave unchanged locational oscillation.
I do want to set some stuff here. Let's expand out the x location oscillation. I'm going to set the amplitude here to be 50. The frequency is going to be one y amplitude I'm going to set to be I'll leave that at 00 as well but the Z i am going to set to be amplitude 10 frequency of 50 as well. Okay with that all done I will Compile and Save here that is literally all we wanted to do in this one we needed to get this one out of the way for our next video in which we are going to create a fireball damage script. We'll see you there