Skill Acquire - Sibling BPs #1

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Transcript

Welcome back everyone in this video Our goal is to create copies of our BP skill double jump here and modify a few of the components and variables inside of them to make each blueprint unique until itself. So if you recall, if I play here we've got this blueprint here this skill acquire blueprint, this Dyess, if you will, where if I interact with it, I will technically gain a skill of some sort. Now, I say technically because we're actually changing a Boolean in our BP player saying yes, he now has learned double jump, although we still have yet to script, the double jump ability 100 player that's to come later, but when we want to do is make some duplicates of this blueprint and then just change out a few of the variables and properties inside of it so that each Dyess is specific to a certain skill article.

Player is going to acquire. With that all said come into your content Metroidvania blueprints actors folder. Well we're going to do is we are going to make a sibling blueprint, a duplicate of our BP skill double jump here. Remember this particular blueprint if I double click and open it up it was a child of our BP skill base. So if that's a child of our BP skill base making a duplicate of this would be like making a sibling. So I'm just going to right click on this BP skill double jump, we're going to duplicate this and this one is going to be called be peace skill back underscored dash for our back dash that I'm going to double click on it to open it up, dock it across the top.

And the first thing I'm going to change out here over in our components panel is our decal skills. select that and if you jump on over to the viewport you currently Can't see anything because it's very far away. And if you come under this sort of a circumstance right here, what you can do is with a component selected, simply right click in your viewport to gain some focus and then tap the F key, f as in focus to just focus in on up on your component. So this is the decal material for our double jump. I simply want to swap this out. So I'm going to left click, and I'm going to look forward decal back dash, select that so now you've got that sort of icon on your Dyess.

Okay, next thing I'm going to do is I'm going to jump over to my Event Graph in in here I've got a few things I need to swap out. Firstly, I'm going to come underneath this show interact message script this one way up here. So make sure that this is the appropriate script area that you are in. And because we're working on a BP skill backlash we don't want to check to See if our player has a double jump. So we want to swap out this variable. And what we want to swap it out with is if I drag out of my player here is has back dash get has back dash, we want to find out if our player has the back dash, we're going to plug that into the condition not be has double jump.

Okay, so that's gonna get swapped out next in our acquiring of the skill, so you're gonna come down to this bit of script that's kicked off with this event object interacted with here too, we have this has double jump, we want to swap out this condition, so drag out of your player and do has back dash. This is a variable that also lives in our BP player. So swap that out. That should be your condition. Likewise, our setting of this has double jumps should be swapped out for set has back dash, like so. So make sure you swap this one out and do not forget to check this box right here to say yes, the player now has the back dash ability.

Okay, so swap that out. And then over here in this new variable from the player, we're going to say, what skill has the player acquired? Well, not the double jump, this is our back dash. We want to set this to be double jump. Okay, so that's looking pretty good for that. So let's Compile and Save.

And we can exit out of this one. We're done with that one. So next, we're simply going to create a another duplicate of our BP skill double jump here. let's right click on this. We're going to duplicate this one will be called BP skill. Let's call it w magic underscore Lens of Truth, this is going to be a white magic skill that our player will be able to obtain.

Let's double click on this guy to open it up and docking it along the top. There are some things we want to change over in the components panel. And I'm going to start off by selecting this Dyess. And let me also jump to my viewport here so we can see these changes. And again, I got this weird situation where I can't see anything. So I'm going to right click, gain some focus, tap the F key, that'll zoom me right up on to my dice.

So with my dice components selected over here, I am going to change my scale to be 1.5 in the x, the Y is going to remain at point three and the Z is going to stay at point eight, so it's gonna be a little bit wider here, the skill mesh, select that next, currently we have the sort of book looking thing going to change that out with. We're gonna do a search for a sphere here, different ones to choose from. This one's got the path Engine, Engine meshes, engine basic shapes. Let's go with the engine, basic shapes, and it says the approximate size of the tooltip. There's 100 by 100 by 100. I think that was the one I had selected originally.

Let me scale it down a little bit to see if that is in fact, the one that I was looking for. I'm going to lock my scale settings here and set this to be point four across the board. Yeah, that's about right. So just to just to reiterate here, when you're looking for which sphere you want to slot in, I've currently got the sphere in my engine bay. A shapes folder. This may be worth mentioning as well, if I come under my Static Mesh selection here and I've got these view options.

If you don't have engine content enabled, this is a way to show engine content right there. So I just went to view options and checked on my show engine content. That will make it so that back in your content browser here, if you scroll down to the bottom, the engine content folder becomes available and there's a lot of different meshes, materials etc, etc. in here that you can also use for your project. So just FYI, you can enable engine content from where I just showed you, or even down here in your content browser View Options show engine content. Anyways back on task here for our BP skill w magic.

So our skill mesh is going to be this sphere right there. We got the scale settings set like we want I do want to change out our material here to be Not default material, but our MPI underscore w magic. We created this material instance earlier. And that's going to be our white magic material that we want placed onto this orb. Okay, flipping over my page Oh notes here. Next thing I want to change out is my skill VFX here, I don't want this VFX I want my p underscore w magic.

We created some of this stuff earlier and now it's coming into play. So you'll see that in place. I do want to change out the scale for this to be threes in the x, the y and the Z. And I'm going to change my z location here to be 100 something like that. Okay, next I'm going to select my skill light. I'm going to change my intensity Here to be well, you can really fiddle with this.

I'm gonna try something like five. Just kind of dampen that a little bit. I mean, you can go extreme, something like 500 and it can get much, much brighter. You know what, I think I'm gonna leave it as default. I may I may fiddle with that later, but we'll leave it at 25. The light color though I do want to change out here.

I'm gonna select this and in my RG and B actually, I think is this the color that I want? Yeah, so I had this color save right up in my color picker. If you don't have the RGB values for it here is the specific our G and B values. And if I click OK Here, you can also punch those in as to 18 to 18 and 255 to give you the color that you're looking for, and if you don't already have this color saved, you can just simply drag and drop it left click and drag it up here to save it in your color picker, saved colors The attenuation radius I'm going to leave that at 1000 as well maybe I will choose to adjust that at a later time. Let me see what else do we want to change here we are going to select candles oh one currently it is in visible.

I'm going to select that and I'm going to hold down Control and select candles oh two over here. And with both of those selected down in the Details panel, I'm going to check those on to make them visible. Same with candlelight oh one holding down control and selecting candlelight. Oh two. I am going to set do auto activate for these two particles to be on. It's going to have that little glow behind it.

Candle diocese diocese's one and I'm going to hold down Control Select candidiasis to I'm going to select both of those and then down in the Details panel under rendering visible I'm going to check those on so those candles appear on this extended Dyess and decal skill need to select this because I don't want that icon on there, I want to change it to be my decal Lens of Truth, sort of that that eyeball icon right there. And then we had this statue that we are currently not showing it is inherited though. That was our static statue Static Mesh right there. I'm going to scroll down the Details panel, and under render, let's make that visible as well. And now we've got that sort of a look for our Lens of Truth, magic skill that we will acquire. Let's just see with all that done, let's Compile and Save right away.

And we need to change out a few variables here. And the first thing I want to change is over in our variable section, you should have this interactive object variables, click that little drop down here, this interact message. And if you don't see these parameters, again, these variables, you can click right here and show inherited variables. Anyways, our interact message that we want for this is not going to be learned skill but rather learn white magic. So make that change. So that's what that's going to read when we approach this Dyess.

Then I'm going to jump on over to the Event Graph and just like we did in the last blueprint that we altered a few things to change up in here. So we're going to start off in our show interact message. And here instead of has double jump. Let me just kind of move this off to the side. We want to drag off of our player and do a search for has lens of Truth we're going to get that and this is going to be the thing that we plug into our first branch here, not the double jump. So we're going to make that change right there in show interact message.

Then coming under our player acquires double jump at a script, the bit of script that starts with your event object interacted with, we're going to swap out this variable for has lens get the Lens of Truth. So we're going to make that swap right there. And then here we're going to swap out this setting of the has double jump for Lens of Truth is my search I'm going to set has Lens of Truth. Make sure you check that checkbox very important. Keep the flow of execution go And like so. And of course, we need to make sure that we set our innum here to not skill acquired double jump but skill acquired Lens of Truth as well.

Okay, so with that we have created two sibling blueprints, let's call it, let's call it a day on this particular video. So let's Compile and Save one more time. Let's just test this out really quick. I'll place a Lens of Truth one out there in here to drop that down to the ground, I'm just going to scoot it back a little bit gonna play. So there's our Learn skill. That's where our double jump and I'm gonna approach the Lens of Truth here says learn white magic.

All right. And as you can see, the screen that appears when I interact with the Lens of Truth has now updated appropriately as well. Pretty sweet. All right, more work to be done here. But that will do it all for this video. See you guys in the next one.

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