Welcome back. Once again, everyone, we are continuing on creating some more bindings here inside of our w BP skill acquired Widget Blueprint. If you don't remember where to find this asset back here in the Content Browser, we are within the content Metroidvania widgets folder, web p skill acquired right here, double click on that guy to open him up. Okay, so the next widget here I want to create a binding for is going to be our main image here. That's this nice looking picture right here. That is our screenshot image for those of you who like to select things over here in the hierarchy.
So with that, over in the Details panel underneath the brush section, this is where we are going to create a binding, create binding. That's going to jump us over to the Graph tab. Do like we did before create some space, Alt left click to break that wire. Let's rename this file. Right away, hitting f2 on it to get skill image. And I'm gonna copy and paste a bunch of those nodes like I did before.
So getting skill icon, just jumping over to any of these, you know left click, drag, highlight all these and hit Ctrl C to copy all those nodes jumping back over to our get skill image function. going to hit Ctrl V to paste and move these down into position, hooking up that execution whiner. And this execution wires, always a good idea to make sure you've got all the execution wires hooked up appropriately before you move on, test them out. Then I'm going to right click on our select node here and we're going to break those links. And I am going to Ctrl Z that because I had all those nodes selected when I broke those links, and I didn't want to do that. I only wanted to break the links on the Select node.
So I'm going to right click Break links from just this node and then going to make sure that I've got our skill acquired. hooked in to our select node as well. Okay, so for this one, after we break open the data here for double jump, the one that I want to slot in is going to be our skill image. So again, some mindless work to be done here, but make sure that you are plugging in the image to your select nodes. So depending on which skill we acquire, we're going to populate that portion of the Widget Blueprint with the appropriate image as determined by our various data variables over here. Various data variables not sure what to think what's your I'm not sure what to think about that.
Okay, we got our skill image for the lens and for The missed skill image, like so, gonna collapse that and we will plug this into the return value Do not forget that. Okay, so we couldn't test that out right away, but I want to do another one right away another binding before we jump in and test, go back to my Designer tab over here. And the next one I'm going to create a binding for is going to be our input. That is this input button image right over here. Select your, in your hierarchy, this input button image we're talking in this case, it's a button right here kind of showing, hey, this is the input that you got to do. I know for double jump technically you press the A button once and then twice but I wanted to keep this kind of simple.
So for double jump, just having the A button is going to be input image enough let's just say that. So with that selected over in the Details panel under the appearance brush In section, create a binding right here, create a binding. And scrolling up to the top, I'm going to rename this right away yet inputs, create some space between these two nodes, Alt and left click. And if I hit Ctrl V, I already had all those nodes paid or copied from earlier. So hitting Ctrl V, I'm pasting them all over again. So if you didn't have them copied from earlier, you can jump into any one of your other functions here.
Do Ctrl C to copy Ctrl V to paste. Let's get those execution wires hooked in right away. I'm going to right click on our select node here. break these links. Let's get our index plugged in first. Okay, And then for each of these, after we break open the data we want to slot in our input button.
So depending on which skill we acquire, we're going to display a different input button on that. on that screen over here, right there, it's gonna display a different input button depending on which skill we acquire, kind of giving you a hint as to which button you got to push right. This is how to use this skill input button, collapsing them and our lens input button like so. And our missed input button and re collapse that and let's take our return value here and make sure that that hooked in. Let's Compile and Save this. I'm gonna jump in and play really quickly.
If you remember from earlier, I currently have our skill acquired set to be fireball, as you can see kind of grayed out down here. Let's jump in and play. So now our image that you're seeing displayed here depicts our fireball skill. And it shows that we need to press the our trigger to actually use that skill. Okay, so that's looking pretty good right there. Let's do one more of these before we wrap this video up.
Let's do the description. So jumping back over to our Designer tab, right over here, this description text we want to have this be unique depending on which skill we acquire. So make sure over on the left hand side you've got your description text selected, or you can select it right over here. And right where this content text is over to the right you have a bind button for this Let's create a binding, create a binding. And do like we've done many times now, create some space, Alt, left click to break that. I'm going to hit f2 on this and we're going to call this get, what are we going to call this?
Let's just call it get description. How would make some sense? And because I had all those nodes copied from before, I'm going to simply do a Ctrl V right here to paste them all over again, making sure we hook in all of our execution wires. I'm going to right click on ours first I'm going to select our select node then right click on it and break the links hooking our skill acquired innum in first and then we can simply take our description which is handling available right here after we break open our skill data, double jump back dash, fireball, electro Spark, you can even wire these in the other direction like so and Miss data and take your return value and plug that in right there. Let's compile in save that and let's give us a quick play to test this out quickly. And there it is over on the right hand side or description says cast out a rain cast out a ranged fireball.
I could make that text a little bit bigger but I'm gonna live with it for the time being. Alright guys, still little bit more work to be done. But that's gonna do it all for this video. See you in the next one.