Welcome back, everyone. In the last video, we finished up our characters back dashing script. In this video, we're going to begin to pass our variables that we created in the last video from our BP player over to our animation blueprints so that we can have our counters playing the appropriate animation. Before we do that, I just wanted to show you that something that you can do inside of your BP player to enable easier tuning of your back dashing while you're playing your game. Let me show you what I mean. Go ahead and open up your BP player and this is the directory where you could find it.
There's your BP player. And in the last video, we created a bunch of variables down over in our skill backslash category. And we checked a couple of variables here. We made them publicly editable by clicking on this little eyeball icon or alternatively, you can make them instant editable by clicking right here. This does the same thing. So note that as I click on this checkbox, that eyeball icon goes away.
Likewise, if I click that eyeball icon, it makes it instance editable. What I'm going to do really quickly here is I am going to make all of these variables instance editable. This is just for easier tweaking and tuning while we're playing. Then I'm going to compile this and I'm going to save and I'm going to jump back over to my test map here. Now I'm going to hit the play button. But before I do in this drop down window, I'm going to have this as a new editor window.
That's my preferred way to play. So when I click play, my character is going to spawn into my level. And now if I hit shift in f1, my mouse cursor will appear and I can move this window off to the side a little bit. Now because my character is spawned into the level over in my world outliner my BP player now exists so If I click on my BP player right here, my window is going to go away, my play window is going to go away momentarily. But you will see down in the Details panel, I've got access to all of these variables that I just made instance editable over inside of my BP player those, those yellow icons. And this is useful because if I want to tweak in tune some of this stuff while I play, I can, for example, I can make my back dash right amount not be 20 I could set it to be something like 100.
So let's try that out. Now my window to play the game is right down here. Okay, so first I need to acquire the ability. And if I back dash in this direction, I'm still going negative 20. But if I back dash in this direction, suddenly, I'm going much, much much further. So I can do shift in f1.
Again, in this I'm gonna say Bangladesh, right? I'm only gonna go five gets it, that's a five and now if I jump back in and play I can whoops did not mean to acquire that one just yet. Now I'm only back dashing a tiny amount. So this is a real quick and easy way to make it so that you can tweak in tune that back dash right here in the editor. And you can do this with any other variables that you see fit inside of your BP player as well. So what I'm going to do is jump back to my BP player, and uncheck or actually not make these all instance editable.
Something I should have noted there, though, is that if you jump in and play like we were just doing here, shift in f1, select your BP player. Now notice that all my variables reset themselves here. If you change something like your back dash right amount to 100 right here, and then you exit out. I'm just gonna stop playing and a jump into my BP player. It is not going to save those values. So again, when you're just testing it out in the editor.
That's just to kind of play around with the the variables and see what you like. In order for those changes to actually stick you need to go back here in this blueprint and punch in the values that you want. So I could leave these all instance editable, but Well, what the heck, I will leave them all instance editable, Compile and Save. And let's get on to the agenda of this video, which is transferring some information from here into our animation blueprint. So I've got my BP player open. I'm going to jump up to my mesh component right here and to open my animation blueprint, I'm going to come under Anam class, click right here to browse to that asset in the Content Browser, double click on it to open it up.
And by default, it brings me back to my annum graph. I want to work in the Event Graph first. And if you remember when we were putting our double jump together, we did this thing whereby we were passing Variable Data From our BP player to some variables that we created over in our My Blueprint panel here inside of our account is BP annum. So we're going to do something very similar here. Over in the My Blueprint panel, we're going to create a brand new variable. This one is going to be called is back dashing.
Question mark. I left the beat off the front of it for this version of it. And what I am going to do then is make it so that I can drag out my BP player here and type in his back dashing, I'm gonna get the his back dashing that exists in my player Blueprint by that I'm talking about this one right here B is back dashing. Okay. And then it might count as an MVP. I'm gonna drag my ears back Dashing variable in here.
And I if I actually drag and drop it right on top of it, it's going to bring in a setter for me. So all I need to do here is link my flow of execution in like that. And there we go. We're passing along our is back dashing variable data from our BP player to our animation blueprint. Um, something I wanted to note here, what was it that I had in mind right here, oh, back here, my BP player. If you're wondering where we are actually utilizing this variable inside of our giant script here, you can right click on it, and say find references and then in your find results right here, you can see that we're setting it to time.
So if I click right here, double click on it. You can see that at the beginning of this baghdad's script, we are setting this to true and then if I click on this, double click on that at the very end of this backdoor script is where we're setting it to false. So those are the changes that we're making to To this variable inside of our BP player that we are then going to be passing along to our Countess annum BP. Okay guys, that is going to do it all for this video I need to Compile and Save here quickly. In the next video we're actually going to use that variable data to drive which animation we want our Countess to play. We'll see you there.