Skill Acquire - Notify Bindings #3

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Transcript

Welcome back everyone. By this time, you're starting to get the hang of all the bindings that we're creating here inside of our w BP skill acquired Widget Blueprint. We got some more to do here. So let's jump right to it. I want to start off by creating a widget binding for this particular widget right here, this skill icon left, make sure you've got that selected over in your hierarchy. And just to back things up, if you're not in your W BP skill, acquire blueprint.

You can find it at this location right here, W BP skill acquired. Okay, and so with that, you've got your skill icon left selected here in your hierarchy, come over to the Details panel, and we are going to create a binding right here under appearance brush. Let's go to create binding. And right away we've got this function over in our Graph tab. I'm going to hold down alt, left click and break this wire right here. And then I'm going to rename this function to be, let's call it get skill icon left my left skill icon.

Now one thing to point out with this particular function that we're creating, over on this right hand side, this return node the return value it is looking for if I mouse over, it says it is looking for a slate brush. Now, this is important to know because way back when I created our struct variable, this is the one that is containing all the different information about each of our different skills. You can see that the variable type I set for our skill icon was set to be a slate brush. That's the reason I set it to be a slate brush is because I knew that this was the variable type that I was going to need to create inside of our web p Scale acquired here for this to be hooked up into this return value. So just to kind of connect all the dots, and kind of drive this point home earlier in the course, we created this struct variable.

And inside of the struct variable contains all of these different variables. What we then did is inside of our BP player, we created some variables of like our double jump data here, of this variable type, our struct skill data. And this is where we are populating each of our different skills with different information. And then in our w BP skill acquired, we are going to reference our player to extract all of these different data's Alright, so inside of our w BP skill acquired, let's get right back to it. I'm going to cheat once again by copying some nodes from a previously existing function. It doesn't matter which one you select here I'm going to go to get image border color, double clicking on that.

Gonna left click and drag to drag out a marquee selection, grab all of these nodes, hitting Ctrl C, coming back to my get skill icon, left Ctrl V to paste, kind of move these down into position, hooking in that hooking in this execution wire. And then I'm and then I will right click on the Select node to break all of these connections break links. The one I do want to make sure I've got hooked in right away though, is our skill acquired iE neum. That's got to go into the index. Okay, so out of each one of our data is here we're breaking the data open, so that we can extract what we want out of it. In this case, our double jump data, we want to grab our skill icon, plug that into the Select node, and I'll re collapse all these are dash skill icon.

A little bit of tedious work here but be focused so you don't make any mistakes skill icon for our fireball. Let's collapse that skill icon for our electoral spark skill icon for our lens data. And last but not least skill icon for our missed like so. Okay and make sure that you plug in the return value from this select node into the return value of this function. So again this is basically going to drive which of these icons it will select and display in our HUD depending on whatever our skill acquired a new variable in our BPP player is set to, and the setting of that is going to come later on in the course, we can manually set it now just to test it out. Firstly, I'm going to compile and save this.

And let's go into our BP player and set this skill acquired variable. It is under the player info section, skill acquired. Let's set this to be well, fireball is going to be fine. So when I click play, you're going to see that screen up right away. It's going to overlap my HUD which is all temporary. Here comes my HUD.

There it is. And you can see over in the upper left here, we now are showing our fireball icon. We have not yet set this for the right side icon. So that's to come next, let's exit out of here. Coming back into our w BP skill acquired. Next, let's jump back to our Designer tab.

And what we want to do now is select our skill icon right. So select that in your hierarchy. Over on the right hand side, we got our appearance brush image. Let's create a binding for this. And we got this skill icon left, I call the skill icon left but you know we can set this here as well. So let's just go ahead and select this and that's going to immediately bind it to that function that we just created.

Let me go and rename this function though right away because this is not really indicative of both the left and the right icons here. So I'm just going to click this little magnifying glass to go to this function. And over up top here, I'm going to rename this function to simply be get skill icon. Let's Compile and Save that and then let's play one more time. Now you can see I've got the fireball icons on the left and the right hand side with with our HUD overlapping which is all temporary. Okay, so we've got our skill icon hooked up that looking pretty good.

We'll call it a wrap on this video. Still more to do but we will see you in the next one.

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