Lens - Script #1

Unreal Engine 4: Character Skill System White Magic - Lens of Truth
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Transcript

Welcome back everyone. Well over the course of the next few videos here we can go about scripting the functionality for our Lens of Truth. We're gonna break this out or at least six videos here so that we can break it up into doable chunks. Our goal in this very first chunk is to create the initial part of our lens activated script. Now we'll start by checking if we have enough Manoj to actually use this magical skill. This is all going to take place inside of our BP player here.

So come to this directory to double click on your BP player to open her up. And because we are dealing with white magic, now I am going to create a whole new graph for this we've got separate graphs for our move, set our black magic, let's create a brand new graph over the My Blueprint panel plus new graph, and I'm simply going to call this white magic. The only reason we're doing This is to help us organize all of our scripts. Okay, so now we're on our white magic tab, I'm going to right click and the first thing I'm going to do is create a custom events, we're going to add a custom event and our custom event will be us Lens of Truth. Now eventually, we are going to create a call for this custom event, but we're not worried about that just yet. So when we do use our Lens of Truth, the first thing we're going to do is come under our variable section here white magic Lens of Truth, we're going to find out are we already using the Lens of Truth so let's get this Drag off of this bring in a branch node.

And if we are not using the lens, when we call for this custom event to happen, the first thing we're going to do is check if we have enough mana to actually use the magic. So we've got this function here in the My Blueprint panel we created this a long time ago, I could drag this into the graph, or I could right click and type in check if you can search for it by name, too. So there we go. So if we are not already using our land, we're going to check Hey, do we have enough Manoj to use this magic? Now, the magic attributes, I gotta plug something into here. I need to find under my Lens of Truth variables, the lens attributes, let's drag and drop that onto here.

And just as a quick reminder, here's what this function does. If I double click on it, it'll open this up. And it'll show me that we're just checking to see if we've got enough man to actually use the magic that's essentially what's happening inside of this variable or not this variable this function, rather Okay, so if we do have enough manner to use and that's what it's going to evaluate. We're going to drag off of this. And we're going to type in and we're looking for in and Boolean here. Not only what do we want to check that we want to check if something else is true or false.

We're going to bring in our lens cooldown time percentage, drag that in, we're going to get that and we're going to drag off of this and see if it is equal to and I'm just typing in in equal sign. We're looking for this equal to float. If our lens cooldown time is equal to zero, basically, have we cooled down our wait time between white magic uses here. So if both of these things are true, let's bring in another branch here Shelly branch. Some of these red wires are hard to see with that black background right there. So if that is true, what we're going to do off of the true branch is we are going to update manna and here's this function that we created earlier.

We're going to update our Manoj and we need to plug in our magic attributes here. Let's plug in our lens attributes. And again, if you want to see what this custom function does, you can double click on it and it shows how it's updating the amount of manna that we actually have. Let's close out this function. And if this is false, if either of these is false, we don't have enough man or our lens cooldown time percentage is not equal to zero. I'm going to drag off and type in play a sound to the end The sound that I want to play here is doo doo doo doo doo doo it is an insufficient Manoj sound and I don't see it right away.

But if I click my inherited variables, well where is that let me do a search for it I thought I had it in here, insufficient. Ah, it's under my magic general category that's where I'm looking for this let me come under my variables. My magic general category way down here we had this SF x insufficient man a variable that we created a long time ago. Here are the details for this variable it is a sound base variable, we have the var negative q slotted in is that sound effect. I'm going to plug this into our play sound, 2d. And then I'm going to click this little drop down here and I'm going to set the volume multiplier here to be a little bit more subtle.

So point five, just kind of letting our user know that Hey, sorry, you don't actually have an Manoj to cassis huh? All right. So that's currently what we have put together for this bit of script. I will frame it all up here for you. Let's quickly compile to see if we got any errors we do not. Let's go ahead and save and obviously more work to be done here But guys, that'll do it all for this video.

We will see you in the next one.

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