All right, welcome back everyone. In this video, we are going to be adding some variables and script to our base class interactive blueprint. So that we can inform our player blueprint that an object can be interacted with. So again, where we're going with this is we're going to be creating these interactive objects, these sort of floating orbs out in the environment that we can interact with. And when we do interact with them, they're going to give us a new skill that we can utilize. This is laying down all the groundwork for that.
So to get us going here, what we need to do is work within our BP interactive object base class that we created a couple videos ago. And that is located in your content Metroidvania blueprints actors folder. So double click on this guy to open them up. And we want to be working in the event graph of this and there's going to be some events Here by default, try to get you started. The only one we need for now is this Event Begin Play. So I'm going to left click and drag and hit the delete key to delete these other ones out of here.
And off of Event Begin Play, I want to create a reference to our player right away. And I'm going to do so by first dragging off of Event Begin Play and bringing in a sequence node. The reason I am bringing a sequence node is because you can only have one Event Begin Play within an Event Graph. And this is a way for us to sort of split the signal so we can do multiple things. Utilizing one event. It's just kind of a cleaner way to go about scripting things.
Okay, so before I do anything off of this, then zero wire, I'm just going to right click, and I'm going to type in Get Player Character. And then off of this, I'm going to drag out a wire and cast to our BP player. And now we can hook up our then zero output pin into this like so. And then off of as BP player, I'm going to drag I actually I'm not going to drag out a wire, I'm going to right click on this pin, and I'm going to Promote to Variable and that will store our BP player in a variable that I will now call player. And I'll just left click and drag here and put a comment box around all this tap that C key, and I'm going to say reference to player. I'm going to move this up out of the way a little bit.
With my player variable selected over here. I'm going to change the category from default. You can literally type in here so I'm just going to select this and drag out so I override all this I'm going to change the category here to be interactive object variables. So now when I hit Enter Here you're gonna see over in the variable section there is now a new category created called interactive object variables, and player is stored inside. Okay, so that's the first thing I want to do off of this Event Begin Play. Second thing I want to do is drag a wire off of this then one output.
And I'm going to do a search for Create Widget. And in here, I'm going to slot in my w BP notify that I created in the last video. In off of this, I'm going to right click not right click on the return value I'm going to drag off of the return value. Now I am going to right click on the return value sorry, brain farted there for a moment. I thought I was going to add this to the viewport like you often do after you create a widget But no, this one I want to store. So I'm going to right click on the return value going to promote this to a variable.
And this one is going to be called w BP underscore, no TIFF buyer, like so. So we're going to store this w BP notify widget to a variable as well. I do want to place this within that same category as my player. So I'm going to select over here. And I'm going to change this from default to interactive object variables. Like so.
We're going to left click and drag around these guys tap that C key. And I'm gonna say reference to W BP underscore, notify, like so. Okay, so just framing this up for you a little bit so you can see what we have in case you need to pause the video and again, I'm in my BP interactive object. base. Okay, other things I want to do here is I want to create two variables. So first variable I want to create down here in the lower left variable plus to create a variable, I'm going to call interact, message.
And I'm going to change this from being a boolean variable to a text variable. And I'm going to place this in our interactive object variables category as well. And one more variable I want to add here. So under variables click plus variable, I'm going to create one called SF x underscore can interact. This is going to be of this of the variable type sound base. So I just clicked right here so I can change the variable type.
I'm going to do a search for sound bass So object types sound base object reference, like so, I'm going to place this into the same interactive objects category, I'm going to compile here. And here I can slot in a default value for this. And I'm going to, I do have one in mind here. So if I select this little drop down, there's one called floating, floating UI, close, it's in the VR editor sounds. So you can slot that in, right away. So these are some variables that we're going to set on some of the children that we create from this parent object that we've just created here.
So that's the purpose for us creating these right now in our base class, our player our web notifier or interact message, this s effects can interact all these different variables right here, when we when we create some children of this base class. They will inherit all of these properties which is going to be crucial for what we're about to do going forward. So with that, let's Compile and Save and put a bow on this series of videos guys, that is gonna do it all for this one. We will see you in the next one.