Welcome back everyone in this video we are going to continue right where we left off in the last video where we started to create our blueprint for our skill base. This is going to be the altar or Dyess type of object that our characters is going to interact with to collect some sort of skill. And where we left off in the last one is we added these candles static mesh and a candle light particle system, they're currently hidden. What I want to do is I want to add three more of these and the way I can add these is I can select our candles oh one which I currently have selected, I'm going to hold down Control and select our candle light particle system. Then I'm going to right click, and I'm going to copy these and then I'm going to come under our default scene routes like that.
And then I'm going to right click and paste it and I'm going to paste it once. I'm going to paste it twice and then I'm going to paste it Third time, so we should have four of these different candles. So first things first I need to rename these. So I'm going to select this Static Mesh right here and call this candles underscore oh two. And underneath it, it's going to be candle light underscore o two. This one will be candles underscore o three, hitting f2 candle light, underscore o three, f two this is going to be candles underscore oh four and this will be candle light, underscore 04.
Now I do want to change the details for some of these because the idea is I want to have some candles here, here, here in here and then we're eventually going to be making some children's of this blueprint and we can show or hide some of these candles as we see fit. If you remember from my previous playthrough in my previous project I had different diocese different altars if you will for different skills I had this sort of a look going on right here for our double jump and back dash skills then I had a different look to the altar for our black magic skills and then a different look for our altar for our white magic skills. So I'm gonna select my candles otu and let me set the location for this the x location is going to be negative 195 that should be all we need to change about that it's already invisible like I want it candle light Oh to the location is going to be a negative 220 and all the rest of these settings are absolutely fine candles oh three I have as a location, negative 120 in the x and negative 100 in the y probably would be good for me to turn these all visible in a moment here just so we can see where all these are placed to make sure we didn't make any mistakes.
I'm also going to set the rotation for this one, the Z rotation to be negative 110. Just to spin it around a little bit, and I changed the scale of this particular candles, the candles all three, lock it all for the X, Y and Z and I'm going to change it to 1.2 so it's gonna be a little bit larger than the other candles. candlelight oh three. The location there is going to be z 220 all the rest of this is looking fine, I believe. I'll double check in this not so sure about that z location right there. Let's go candles oh four I will turn on the visibility for all this in just a little bit just to make sure that we did not make a mistake.
I'm following my notes to the tee right now but I am human, I do make some mistakes. So candles Oh for the explication is going to be 120. The y location is going to be negative 100 z zero, the Z rotation however is going to be negative 160. And here too, I'm going to lock the x, y and z scale and I'm going to set the scale to be 1.2 all the way around candlelight oh four for the location I still have z to 20 rotation. I got Z of 50 I don't remember the rhyme or reason behind that but i do scale 1.5 all the way around now I should let me select all of these I can select this candlelight oh four then come under candles oh one hold down the Shift and click to select everything in Between and I'm going to turn them all to be visible.
So that is what we got for the time being. Candle lights. Let me actually make the candle light. Ensure that's all visible to so candlelight oh four. And I can't even really see that, huh? Doesn't look very impressive if it is there candlelight 322.
All right. It's way down there on the ground. That's probably why we can't see anything. Okay, can't calculate two and three and four. Two is way off candidate two. So let me go ahead and fix that.
I'm going to pause video here. I'm going to come back and fix it in just a moment and I'll let you know what that setting is. Okay, and we are back and I figure it out the missing setting here for candle light. Oh two should have a zero Location of 220 also just go ahead and double check that all your candle lights here and I'm going to Ctrl select each of these, in order to get them to show it's fine to have the rendering visible turned on, but the auto activate, click that on that'll make them appear and that will show that glowy but I'm going to turn them off right now. So all the candle lights gonna not auto activate. And then for all the candles, I'm going to control select each of these.
I am going to make these invisible for the time being. Okay, a few more components I want to add here I'm going to select our default scene route because I want this next one to be attached to it. I'm going to add a nother Static Mesh component and I'm going to be calling this one candles underscore, Dyess underscore one and the first thing I want to do is slot in a static mesh and the static mesh that I want to slide Is SM underscore, candles, candles sorry underscore drips, SM candle drips three that guy right there and the material for this we're going to be looking for candle underscore glowing and there's two of them for em candle glowing. I honestly don't know what the difference is. It may be a duplicated asset as well but it should look like a glowing candle. Obviously, the location of this I'm going to set the x location to negative 90 the Y location to be 24 the Z location to be 95 the rotation for this I'm going to set the Z rotation to the negative 90 and I am going to scale this up quite a bit.
Make sure your scale is locked and I'm gonna set it to three times its usual size. something big like this. Now, you may be saying hey, that's kind of weird that it's just floating off in midair like that but with some of the children blueprints that we will be creating from this, we're going to change the size of this altar. And some of these altars are going to be like a little bit wider and these candles will be able to rest a top it for the time being, I am going to make this one invisible by unchecking or checking this visible box to make it hidden like so rendering visible uncheck that. Okay with that one added, I am going to right click and duplicate that one. This one is going to be called candles underscore Dyess underscore oh two.
This one is just going to be on the other side over here. So I do need to change up some locational settings. Instead of negative 90 we're going to be looking at positive 90 y let's set this to be 20 moved away. Little bit z, we're going to go 100 for this, the rotation I rotated this one to negative 40 we leave the scale at three times its usual size a static mesh and material are going to be the same as well. And if you do want to see what this one looks like, you can check this visible box just to see what that's going to look like. So I'm going to leave it in visible for now.
Okay, next component I want to add here I'm going to select my default scene route. I'm going to add another component. This one I'm going to do a search for and the one I'm going to be searching for is called a decal. And with this decal selected, you can see your your pedestal here change quite dramatically don't get freaked out. I'm just going to call this decal underscore skill. Okay, first things first here I'm going to change up the location the Z location for this is going to be 120.
The y rotation is going to be negative 90. The scale for this I want to make sure that this is all a lot and I'm going to set it to be point one so much, much smaller. So I have this this little green box, this green box area, whatever it intersects with it is going to project a decal. Think of it as like a projecting an image onto a surface. That's the idea here. decal material I am going to leave this blank for now with some of the children that we create from this blueprint, we will populate it but that is going to be fine decal size here I do want to actually change up some of these parameters.
I could use the scale settings as well. But I decided to go with the decal size here I'm going to do 256 and the X the Y is going to be 300 The z sorry I have this all locked I need to unlock this. And I'm going to do 256 in the X 256. The y is going to be 300 and the Z i want to be 400. So you can see it's pretty much gonna take up the entire space of this Dyess. Okay.
And that is looking pretty good. Don't think we are missing anything there. One more component to add here, select your default scene route. We are going to click on Add Component, we're going to add a static mesh component. And this one will be called simply statue. So with that selected, I do have some locational settings.
The y is going to be negative 120. The z is going to be negative 10. The scale I'm going to underline block and set the x scale to be 1.2. The y scale is going to stay at one and the Z is going to be 0.9. Now I am going to put a static mesh in here by default, just so you can see what it looks like. Eventually, we're going to show or hide a statue depending on which type of pedestal This is which skill we're going to be offering up.
So our static mesh here that I'm going to slot in is going to be SM underscore stats you oh one, this tall King looking guy. Okay. So again, he's not going to be present for all of our skill blueprints, but I'm going to scroll down to the Details panel for right now, the rendering visible checkbox I am going to uncheck that for the time being. Okay, so that's looking pretty good. We got all of our components in place. Next, I am going to add some variables to this and these are going to be variables that I want to be alive or present, I should say in all of the child blueprints that we create from this.
So I'm going to come under my variable section right here, click plus variable. This first one, I'm going to call SF x underscore skill acquired. This is going to be a sound effect that we play when we acquire a skill. I'm going to change the variable type here to be a sound, bass sound base object. So it should look like that that bluish kind of looking thing. I will compile here right away.
And for our skill acquired, I do have if I just type in SF x, there is SF x underscore skill acquired. we imported that one earlier. So that one is all good to go. Let's add another variable here. This one is going to be called skill. Begin position, we're going to change this variable type.
Now I'm going to click right down next to my text here to bring up a little sub menu. This is going to be a vector variable vector for locational data. And I am going to check this little closed icon right here. And that is that does the exact same thing is checking this instance editable box. We want to make sure that that is instance editable. Also, I am going to duplicate this particular vector variable by selecting it making sure that it is highlighted yellow, doing Ctrl plus W, and I'm going to call this skill end position.
And we're going to make use of these in just a moment here so you can see what these are for. So our begin position, I actually do want to show the 3d widget as well. This is going to expose a little purple diamond shaped thing. Once we place this skill blueprint in the level, you'll see that and then for our skill end position, I'm going to click on this and we will show the 3d widget for that as well. Let's compile this, I do have some default positions here that I want to place skill begin position, I'm going to set the z value to be 150. And the skill end position, I'm going to set the z value to be 200.
Essentially, what I'm going to be using these variables for is I want this Static Mesh in this case, a book to just kind of Bob up and down a little bit to help make it stand out and let the user know that that is the thing that they're going to be quote unquote acquiring to gain a skill. Okay, so with that, let's go ahead and Compile and Save