Fireball - Blueprint

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Transcript

Welcome back everyone. Well, we've got two skills implemented. How about we move on to a fireball next so the goal on this one is to set up a fireball blueprint that will contain all the necessary components our fireball will need. We're talking, the mesh, the particle, the collision, and even the projectile movement. So let's jump right to it. Here I am inside of our content Metroidvania blueprints actor directory.

I'm going to right click down here in some empty space. We're going to create a new blueprint class. This one is going to be the actor variety. So click right up here. It's going to prompt you for a name and we're going to call this guy BP underscore fire ball. And let's double click on it to open it up.

And the first thing we're going to do is add the necessary components. So under your component panels add a component, we're going to be looking for sphere collision right there, sphere collision. And I'm going to call this simply collision. And then I'm going to drag and drop this on top of our default scene route to make it our new route. Okay, this is the thing that we're going to be checking a collision against. The next thing I'm going to be adding here is going to be a static mesh.

And this static mesh is going to be called SM underscore fire ball. So let me just add all the components first and then we'll worry about the details after that. The next thing we want to add here and I'm going to select our collision component first because I want it to be attached to our collision component. Our fireball static mesh is attached to our collision that's what this indentation means. Click here to add a component This one is going to be a particle system right here and we will call this v f x underscore fireball. Okay, for our collision settings there are some settings I need to set in here I can only do part of it now because there's another step that I need to do a little bit later on in this video and then we'll come back to this but for the time being, I'm going to set our sphere radius here to be 20 off this to be a little bit smaller in size.

And when we adjust our route here, anything attached to it is going to be scaled down in size as well so just know that we will come back to some more settings that we're going to set here eventually, but we're going to go on to SM fireball next. And for the static mesh that we want to slot in here, there is a good one called s m SM underscore fireball. Interestingly enough this is in your Infinity Blade effects pack course you could just use something spherical shaped as well but that looks rather fireball and I have some settings up here in the Transform, I'm going to set the x location to be 25. I'm going to set the scale to be a little bit bigger, I'm going to set it to be two in the x, y and z something bigger like that. Okay, and then I'm going to scroll down into our collision settings where it says collision collision presets.

We're gonna change this from block all to no collision. So essentially what I'm saying here is I don't want to collide with this Static Mesh at all. Instead, I only want to have our collision sphere here be the thing that we're checking our collision against. Okay, next I'm gonna go on to our V FX fireball app. In the Details panel under the particles templates section, I'm going to set this to be fireball interestingly enough there is one for fireball underscore strong. p underscore fireball strong.

This is also the in the Infinity Blade effects pack. We're going to set that in Okay, and we're going to change the location a little bit the x location is going to be five moving that forward a little bit and the scale I'm going to set to be 1.5 you in the x, y and z now something I can see obviously missed in our SM fireball. We've got no material slotted in there, and that just ain't right because we don't want to see that ugly looking gray. So let's select your m SM fireball under the materials let's slot in the appropriate one is called m underscore Fire Blast. underscore add, underscore fireball underscore mesh emits this guy right here that's also in the Infinity Blade effects pack. It's going to take a moment for that shader to compile but that looks much more like a fireball.

Okay, so with all that done, I then need to add one more component here a projectile movement component because we want this fireball to actually move like a projectile. There is my projectile movement component, when I select it is just going to this is not attached to anything this particular component it's kind of a special component. You don't have to worry about how it is listed in the hierarchy over here. And how do we want this projectile to move well with that one, select it, I'm going to set the initial and max speed to be 1500. That's going at a pretty decent clip. But it's not too fast.

And then I'm going to set our projectile gravity scale here to be zero. Because if we don't, if we set it to be zero, it's going to go in a straight line until it eventually is going to hit something and then we're going to do something with it. Otherwise you can have it apply gravity, which I don't want it to do, I want to just go in a straight line. Okay, so now we need to back things up a little bit let's just Compile and Save here quickly. I need to jump back out to my main level editor in access my project settings, settings Project Settings. In in my project settings, I need to come under the engine section in here is something called the collision option.

And I want to add a new object channel. So right up here we've got object channels and trace channels. We want to add a new object channel You'll see why in just a moment. So click this new object and on button, it's gonna say, Hey, what do you want to name this collision channel, I'm going to say we're going to call this black magic. And I'll leave the default response here to be blocked. And then I'm going to click Accept.

Now there's no like Save button here, anything that is added. So we can literally just exit on out of here. And now if I jump back to my BP fireball and come under the collision component, down here in my collision settings, find your way on over here. We're going to set our collision presets to be custom. And the reason I'm going to say that this is custom is because I want to change what this object type is. I just created an object type by clicking on this drop down called black magic.

There it is. I want to They tell other things that I am interacting with that, hey, this object type is a black magic object type. So depending on with what's this object type is black magic, we can have different collisions based on different objects in the world. Okay, so let me just double check to make sure that I've got that all looking good here. Our default responses here are all overlap, I'm going to change them all to be blocked for the time being. Let me see if there's anything we want to not check block.

We'll leave it all is blocked for the time being. So custom, object type, black magic, and we're gonna set everything to block this. Okay, next, what I want to do, let's Compile and Save this quickly is I'm gonna jump back to my main level editor. And I'm going to hop into our BP interactive Object base here. Now if you recall correctly from way back when this is our parent parent parent blueprints of our interactive objects out here like our skill diocese, our skill guys is ultimately inherit from this BEP interactive object base blueprint. One thing I need to go back and do now that we've added a black magic object channel right there, I need to select our interact collider component in here.

And down in the Details panel underneath collision, you can see we need to determine what our object response is going to be when a black magic object type such as our fireball interacts with this volume. Currently, by default, it's set to block because in our project settings, we said that our default response was going to be blocked by What I want to do here is change our over and change our black magic object response for this particular interact collider trigger volume to be overlap Now why am I doing that? Well firstly let's Compile and Save this. The reason I'm doing that is because if we don't set our object channel here our object response to the overlap when we eventually shoot these fireballs out they would collide with these trigger boxes for all of our skill biases and that's gonna look really funny. Okay, so guys, that is all we wanted to accomplish in this one, we now have a BP fireball created.

That is going to do it all for this one guys. We will see you in the next one.

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