All right, welcome back everyone in this video, our goal is to make our hood animate onto the screen through scripting. If you hit the play button between videos here, you will have noticed something. And that is that we don't see any of our HUD on the screen. That is because we created those animations where we're starting our various widgets off the side of the screen, or faded out that kind of thing. Now we need to tell those animations to play so that we can see all of those HUD elements again. So if you haven't already done so find your way on over to the content Metroidvania widgets folder and double click on your W BP HUD Widget Blueprint to open it up.
Now, we have been working mostly in the Designer tab up until this point. This is going to take place over in the Graph tab and by this I mean the scripting in order to make our animations happen. Now make sure you're in the Event Graph tab and not in one of these function tabs for the various functions that we created earlier. And currently in the Event Graph, we have a short little script, getting a reference to our player. And that was for some of the HUD bindings that we created earlier. So I do want to do something off of this event construct here, in addition to getting a reference to our player.
And the way I'm going to do this is I'm going to drag this event over here. And I can't have multiple copies of event construct out here. But I can sort of split the signal here using a sequence node. So I'm going to bring out a sequence though by simply right clicking, typing in sequence. And through this, we can make it so that when we hook into our sequence node, we can now do X, Y, and if we needed to add another pin z right off So that's a really easy way to make it so that you can have one event, do multiple things. Okay, so what do I want to do off of our sequence node here?
Well, firstly, I do want to make sure that we are creating that reference to our player don't want to make sure that I don't keep that unhooked up that's got to be hooked in, but I want to do something else is well. And what I want to do is I want to play an animation. In fact, I want to play two animations. So if I simply do a search, right click for play animation. You can see that there is a user interface function for play animation. So select that guy.
And it's gonna say the target is a user widget and here I can slot in which animation I want to play. Now, if I look over my my blueprints panel under the variable section, there is something called animations right here. Here, if I click this little drop down arrow, I will reveal the two animations that I created in the previous videos HUD, right intro and Hud left intro. Notice that those names are identical to the animations I created over here in the Designer tab. Okay, so which animation do I want to play first? Well, I want to play our HUD left intro first.
So I can drag out a copy of this and I can just drop it right on the animation. Okay, and I could make it now so that I can hook our then one wire into this, play animation, compile, save. And now if I click play, you'll see how it animated onto the screen. But one thing I don't like about that is it happens so rapidly. I don't want it to happen quite that quickly. So what I'm going to do, before I play this animation is I'm going to add a little bit of a delay.
And I can add a delay node here simply by holding down the D key and left clicking that will bring in a delay node. And I'm going to rewire this like so. And the delay I want to set here is going to be four. Let's try two seconds. So now if I compile, save and play, after two seconds, you're gonna see the left side of my HUD animate on so that's pretty good. Now what about the right side of our HUD?
Well, I do want to add a little bit of a delay there is well No Actually, I don't want to add a little bit of delay there as well. So let's do this. I'm going to add a another play animation node. We can right click and say play animation. Hook this in like that in here which animation do we want to play? why our hood right animation.
Now if I was to draw In here, you'd see it would replace my previous animation. So we can't hook two animations into the same play animation function node. So I'm going to do the left the left first, and then the right immediately after, like so. Okay, and if I Compile and Save and play, this is what we currently have. Looks pretty snazzy, right? And I want to do one more thing after this is I want to add one more delay node, hold down the D key and left click for the shortcut for that is I'm gonna delay by we're gonna say a quarter of a second so point two five seconds.
And then I am going to play a sound. Play sound to d. a 2d sound is a non localized sound. It's just you can hear it from wherever you are in the level, I am going to slot in the sound, v r underscore, grab, underscore Q. And I do want to change some of the details about this. So I'm going to click this little drop down arrow. I'm going to set the volume multiplier to be point five and the pitch multiplier to be, let's say point seven.
And the reason I'm adding this is because I want to just animate our widgets on here with a little bit of a sound effect. So this is a way I can add a sound effect to accompany these widgets flying onto the screen. So let's try that. Compile, save and play and I think it adds in Little whoosh as that comes flying onto the screen. So I say that's a keeper. One more thing I want to do here before we wrap this up.
And this is just kind of building some stuff out for what's to come down the road, we have this event construct, and we've got this sequence node. So we're doing multiple things off of event construct. Before all of this, I am going to sneak in something called a do once node. Now for this point in the project, this is not necessary, but we're actually building this in right now. Because later on in the course, we're going to be toggling on and off a magic menu, a black magic menu and a white magic menu. And if we don't put in this do once node here and I just want to get it out of the way now.
Doing that bringing on our future white magic and black magic menus would make this HUD play again and again and again. So this is a way to ensure that we only play it Once when we start up the game. So with that, guys, let's put a little bit of a comment note around this series of nodes right here, left click and drag, tap that C key. And I'm just going to call this play HUD animations, like so. In I will color it green to signify a job well done. Everything looks like it is working there as well.
Clicking OK, why don't I color this green as well. You can see how I saved the color up there. By the way, you can save a color by selecting you know choosing a color then left clicking and grabbing it and placing it up along the top of your saved colors bar kind of handy, right. All right, Compile and Save. guys that is going to do it all for this video. We now have a sweet looking good, scripted and animating onto our screen.
We will see you guys in the next time. Video