Mist - Gate Blueprint

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Transcript

Welcome everyone. In this video, our goal is to create an object that the player can pass through while they are in Miss form. And for us, that object is going to be a gate. Let's come under our content Metroidvania blueprints actors folder. And let's find our BP interactive object base that we created way earlier in the course. We're going to right click on this and we're going to create a child blueprint class from this.

And we're going to name this BP underscore missed gate. Then let's double click on this to open it up. And I'll just dock this across the top here. And we're just going to add a couple of static mesh components to this. So let's come under our components section, Add Component, and let's add one static mesh that this will be called missed. Gate.

Arch, like capitalize that on Miss gate arch and let's add another one right away and I'm gonna select my default scene route here to attach it to that add another component add a static mesh and this one is going to be called missed gate. All right let's select our Miss gate arch first and set some of the details for that and obviously the first most detail that we need to settle is our static mesh which Static Mesh Are we going to put in here? I do have one in mind it is let me just type in castle, castle, arch underscore oh one. This one right here s m A plane's castle arch oh one this is in in the Infinity Blade grasslands pack. Okay, once we get that in here, it's rather big. As you can see.

I've got some scale settings and locational settings I want to set for this gonna set the scale I want it unlocked here. So make sure that this is unlocked. Let's set the x scale to be 1.25, the Y can stay at one, the Z can stay at point, let's put 2.88. So 1.251 and point eight, eight. And then for the location, let's set the x location to be 160 and the y location to be 34. And the reason I have these very specific location and scale settings is so that the gate that we're going to have fitting in here is going to fit in really next.

So let's take care of that next by selecting our missed gate component. Over in the right hand side, let's set the Static Mesh for this and this will be I'll do a search for iron underscore gate. This one right here, Iron Gate underscore oh one that's Also in the Infinity Blade grasslands pack, and you can see right now, it does not fit neatly in there. But I've got some scale settings that should work. Make sure your skill settings are unlocked right here so we can set them all independently, we'll go x scale of 1.25, the Y scale can stay at one, the Z scale will go 1.55. And let's set our y location here to be negative three.

That's just going to push it back a little bit. Now, as you can see, it doesn't fit in here perfectly little gap here along the edges, but that's gonna be fine because we're going to be viewing this whoops, Let me control Z that because I did not want to move that. When we placed this in our level, we're going to be looking at it kind of from this side like angle so you're not actually going to see that little gap there. So I'm going to live with that. Okay, also with our gate here selected We want to make sure that we set some collision settings. So you remember from the previous video we created some stuff in our project settings under the collision settings and let me just go back to my project settings here so you can see what I'm talking about.

We got project settings in with our project settings we got the collision section, and underneath our project engine collision section we created a preset fourth called ignore missed and enter that ignore missed. We can now slot that as a collision preset for this gate so I'm going to change the collision preset for this to be ignore missed. Now when we created this ignore missed collision preset. You will see the default collision responses based on various object types. This is set up to block everything including our pawn and Remember, our BP player is considered a pawn until we turn into Miss, in which case, our pawn is changed to an object type of Miss. And you can see here that this gate is now set up to ignore anything that is labeled as a missed object type.

It's also hammer this home. Let me bring on my BP player, double click on my BP player. And let me select my missed on effects. This function that we created in here is where we were changing our capsule components. Remember, our capsule component is labeled as an object type of pawn. But when we turn the Miss effects on we're changing our capsule component, which is this outermost component surrounding our character.

We're changing the collision for that to now be considered missed. So that our BP mistake we'll ignore that collision. Makes sense. I hope so. Alright, not quite finished yet, we need to select our inner interact collider here. Few things we want to change with this, our box extents So scroll on up in the Details panel and change our box extent here to be x 100 y of 200 and Z of 250.

And then I'm going to say the Z location for this is going to be up in the air an additional 250. Now the reason I have this interactive collider of about this size is because when our character overlaps this we want to display a message so that's what we're going to use this for. What message do we want it to read? Well, if I come under my my blueprints section, we've got this little option Ball icon this little drop down right here, click on this. And we can show inherited variables if you're not already showing them so make sure that that is checked. And by default, it should be here.

Here is our interactive object variables. All these were inherited from our BP interactive object base. And we can select our interact message variable. And right now this says nothing. So let's type something in let's type in need mist to pass. So the idea is that when our character is going to overlap this trigger volume, we're going to display this message of need missed to pass but that is all we want to get done for this particular video.

So let's go ahead Compile and Save. And that'll do it all for this one guys. We will see you in the next one.

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