Skill Acquire - Script #3

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Transcript

Alright, welcome back everyone in this video Our goal is to create slash setup a framework blueprint known as a player controller for the purposes of showing or hiding our w b p skill acquired. I'm talking about this guy right here so we need a way to instruct our game to show this on the screen now currently in our Level Blueprint and if you don't remember how to access your Level Blueprint, come back to the main level editor come under blueprints, Level Blueprint. Currently, we are showing our skill acquired Widget Blueprint in a rather hacky way. We're just saying off of Event Begin Play. We're going to create this widget and add it to the viewport now. It's not actually showing in our game, like if I click play right now, you may say, hey, it should be showing but it's not why isn't it?

The reason is not any more is because inside of our w BP skill acquired, we created all these animations and at the very start of the animations everything is hidden So technically, technically as of right now, we are still instructing our game to show this w BP skill acquired Widget Blueprint, although we can't see anything because we're not telling any of our animations to play just yet. Long story short right now in our Level Blueprint we can just disable this we can get rid of all this because we're going to set up some of the framework now to actually call for this w BP skill acquire to appear like we actually want it to so I just deleted out all that temporary script in my Level Blueprint and I'll Compile and Save that. Okay, so we talked about setting up a framework blueprint here known as a player controller for showing this w BP skill, acquire So, the first thing we need to do is jump back to our content browser.

And let's navigate to the appropriate folder. I'm going to be in Metroidvania, blueprints framework. And I'm going to right click in some empty space over here. And I'm going to come under blueprint class. And the type of parent class that I want here is a Player Controller. I like to think of a Player Controller as the sort of puppet strings that can control our character in game it can do other things, such as bring up a pause menu, or in this case, we're going to utilize it to help us bring on this w BP skill acquired.

It is if you read the Unreal Engine four documentation essentially represents the will of you the player, okay, so I'm going to call this particular asset. We'll call it PC four Player Controller underscore Metroid. veiny vineya. Okay, and then I'm going to Save it right away, click the Save All button. And what I need to do is I need to assign this Player Controller in our project settings. So, I'm going to come up here along the main toolbar access settings come to project settings and overlong the left hand side you're going to click on your maps and modes and in your default modes over here you can see we're using a side scroller game mode but our Player Controller class is currently this default Player Controller that they set up for you.

What you want to do is click right here where it says Player Controller class in the drop down and here is where you slot in your PC Metroidvania Player Controller. Okay, so with that done, we can exit out of our project settings. There's no Save button or anything to click on here. Let's go back to the main level editor and let's double click on our PC Metroid vignette assets. Okay, there's nothing we need to do here in the viewport. In fact, I'm going to start off by directing your attention over to the variable section.

I'm going to click and add a new variable. And this one is going to be called w. b, p for Widget Blueprint, learned skill. And what I'm going to do is change the variable type. And I'll change it over here this time to be a user widgets, the object type user widget object reference. And if I compile this, I don't have anything slotted here is my default value. Don't worry about that yet that's to come.

We're essentially going to be feeding it a value in the next video. Okay, next thing I want to do is I want to come over to my Event Graph. You have some notes here by default, but I'm just going to left click, drag out and delete those for the time being. And I'm going to right click, and I'm going to create a custom event. So just type in custom event to your right click menu. And we're going to create one called show acquired skill.

Okay, we're going to call this from another location in a subsequent video here. So we're not going to call this in this video just yet. When this does get called though, the first thing we want to do is set game pause. So the idea is that we want to pause the game as soon as our player collects a skill. When we are presenting this Widget Blueprint, you don't want things to be going on in the background. Make sure that you check this box right here to actually pause the game.

Then the next thing I'm going to do I'm going to bring in my variable that I just created here. We're going to get that and then I'm going to drag off of here. And I'm going to say Add to Viewport. Now again, a currently This is an empty variable, there's no default value here, but we will set this to have a value in a subsequent video so nothing but some prep work here, but that is all we want to do in this video. more work to be done to make this whole system complete. Let's go ahead and Compile and Save.

Guys. We will see you in the next video.

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