What I want to do next here is jump on over to this blueprints Event Graph, click this tab right here. And you can see some nodes existing out here some event knows Event Begin Play is linked to our parent Begin Play because this blueprint is a child of this parent class right here that we created that leave, we can get rid of these other two events out here just to clean things up a little bit. Do not get rid of this event, Begin Play, parents Begin Play. Okay, the first thing I want to do is I want to add something called a timeline in a timeline allows you to modify the value of a variable over time, which is something I want to do I want to modify the position of this little book looking assets over time. So we're going to jump back over to my Event Graph.
I'm going to right click in the graph and I am going to add a title And I'm going to call this skill mesh movements. Then I'm going to double click on this timeline. This is a special node that allows us to add some information, quote unquote inside of the node, so I'm going to double click on it. And inside of here I want to add a track, I'm going to add a float track and I'm going to call this movements. So this is going to allow me to change a float variable over time. In this case, we're going to use it to modify the Z position.
So I'm going to right click in this graph here, and I'm going to add a key. This first key I'm going to set to be zero for time zero for value. I'm then going to add a second key I'm just right clicking and moving this down a little bit, adding a second key. This next one, I'm going to set to eight Time of 2.5 seconds and a value of one. And then I'm going to hold down right click and move to the right here a little bit going to add a third key. The time for this is going to be five seconds in the value is going to be zero.
Now, I can't see all of my different keyframes here in view. So what you can do a handy trick is I'm just going to click on the graph here and type the F key. And that's going to frame up all of my keyframes here. Something I want to do with all these points is I want to left click and drag around all of them. It's a little tricky like this. And you'll know they're highlighted when they're all yellow, and then you can right click on any one of them and set their key interpolation to auto.
So you have this sort of a graph right here. This is going to create a smooth transition. So essentially what we're going to be doing is over the course of five seconds that Book looking messy saw before it's going to rise up, then float down and then we're going to loop this. Then we're going to start at the beginning again, rise up, go down, rise up, go down, etc. Now in order to loop this, I need to check this loop box at the very top. And also, I want to set this timeline to autoplay.
So make sure you have these two checkboxes checked as well. Length of five over here is perfect, just what we want. I'm going to exit out of this timeline and come back to our Event Graph. Okay, with that, just going to create a little bit more space here. I'm going to bring in our two variables our to vector variable skill, begin the position and skill and position and place them about like so in our graph. And what we want to do is we want to right click in type in alert vector.
And I want to plug begin position into a ended position into B. And our movement is going to plug into this alpha value. And I'll explain what all this is doing. After I get this all hooked up. Ok, then we got to think what is the thing that we want to move up and down between our begin position and our end position? Well, I want to use this skill mesh you remember that is the bulk looking thing right there.
So I'm going to drag a reference to our skill mesh right into our Event Graph. And then off of this, I'm going to drag off in type in set relative location. And as our timeline updates, I want to change the relative location of our Skill mesh like so, relative to the default scene route here, I'm going to take the return value from our loop a vector and plug that as the new location over here. So let's back this up a little bit. Now, if I hover over my loop vector note here, it gives you a little tooltip. And it says, It linearly interpolate.
That is it goes between point A and B based on our alpha input. Alpha is 100% a, when alpha is zero and 100%, b when alpha is one so to translate this, when the alpha value being plugged in from our movement is a value of zero like the very beginning of our timeline, our value is zero. Then we are going to be at skill begin position, the a value as our alpha value moves to one Like we are doing here in our timeline, right up here at the midway point, the value of this movement track is one this float variable. When that is one, we are going to be 100% or all the way to our skill end position. So you can see that this is essentially going to be ping ponging back and forth between our begin position and our end position driven by our movement going from zero to one.
Okay, hopefully that made some sense there. I'm gonna left click and drag out a marquee selection, tap that C key and I'm going to call this skill mash movements, like so. And what we can do here is Compile and Save and let me drag this into the level. I'm going to go back to my test map here and find our bloopers prints actor's skill base, pop this on out here. Now I know that this is a little bit ugly because we don't have a decal out there yet. Gonna bring it up from the air and hit the end key.
Let's bring this into view like so. And if I do alt plus s, Alt key plus s, sorry, plus S or rather let me just jump in and play that'll be easier to see. There you can see the book actually going up and down. That's pretty cool, right? And you can see that that one particle effect is attached to the book so it's floating right along with it. Other things to note here, you can see as I selected my blueprint here, I've got this skill, end position and skill begin position.
That we're equal to our skill begin position and skill end position variables here, right. So I said I wanted to make these instance editable, which means back here in our level, we can see our skill begin position and our skill end position. values are default values. What these little triangles allow you to do these 3d widgets, they allow you to modify it, these end positions or beginning positions in a very visual way. So let me take this end position here. And just to demonstrate this, I'm going to drag this all the way on up like so.
And you can see it updated my skill end position over here to be 276. Let's go crazy. I'm just gonna go way high like that. Now if I was to play, you can see how it is going between the skill begin position and end position right So I want to set that back because I didn't really like it going quite that high. I think I had it to 200 something like that. So just know that now you've got an easy way to modify how much your skill mesh is gonna Bob up and down as it animates.
Alright guys, that is gonna do it all for creating this base class here. We're going to be creating some children of this in just a moment. That's gonna do it all for this video. We will see you in the next one.