Customized Projectile

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Transcript

Welcome back everyone another special bonus video for you all in this one we will be customizing our projectile that is we will be changing the look the sound and even the field that is adding some force feedback for all you controller users out there. Shooting projectile so let's get right to it. I am in my content first person BP Blueprints folder and we're going to double click here on our First Person projectile. And the first thing we want to do is changed the look of our projectile because hopping over to our viewport here, it's kind of bland, just this yellow ball. Let's do something a little bit more interesting, shall we? So let's click on our sphere static mesh that is this yellow ball and let's change our associated Static Mesh to be shape.

Underscore narrow capsule. Now it's a little small for the time being, but we're going to stretch this guy out here. So with that still selected, come under your location, rotational settings, etc, we're going to firstly change the location in our x to be negative 50. Our z here is this weird value, let's just change that to be zero as well. For the rotation, I'm going to set that to be x of one at the Y is going to be negative 90, and the Z is going to be 180 as well. And then I am going to change up the scale settings here.

So we've got scale x of point one y of point one, but I want to set the Z to be 1.0. So something kind of long now you see I just made everything Big and the reason for that is because I got my locks setting here, so I need to unlock it. Let's change my x to be point one, the y to be point one. And we do want our z here to be one, I'm essentially going for a Star Wars blaster shot type of thing. Okay, and to help reinforce that, I'm also going to change out the material here to be you just type in vertex, not vertex but vertex. There is a red one in here that I want to use this vertex red only.

Now you got some sort of a glowy red color. Okay, and then I want to select our projectile component. next few things I want to change here. I want to make this go a little bit faster. I'm going to change the initial speed here to be 8000. The max speed is also going to be 8000 and I'm going to say I do not want this to bounce.

So I'm going to uncheck my should bounce here. And the projectile gravity scale, I am actually going to make this be zero as well. Gravity is not going to affect this laser shots. Okay with that done going to Compile and Save here quickly. Next, we're going to jump on over to our Event Graph over here and towards the end. So this is our script for when our projectile hits something and towards the end here, we've got this destroy actor and there's a little note here that says then destroy this projectile.

I'm going to remove this gonna simply select it and delete it out here. Gonna get it back there in just a little bit, but I want to remove that for the time being. And instead, I want to move towards the front end of this script and let me just make my Event Graph here a little bit bigger. In off of our event hit here I want to add some script in this area. The first thing I'm going to do is I'm going to drag a wire out of my event hit. And I am going to spawn an emitter at location.

Let me just bring this all up here like that. And I'm going to say that the emitter I want to play is p underscore explosion. What am I doing here? Well, I've made my projectile not bounce. So what I want is for this laser shot to play a tiny explosion when it hits something, this event hit is going to fire off when our projectile hits something. And so we want to play a little explosion.

Right now my skill settings are all at one across the board. I don't want it to be a big explosion. So I'm gonna set it to be point two across the board. And next I need to specify where am I Going to play this explosion at Well, I want to play it at the hit location. So when this projectile hits something, this event hit is going to output the hit location. And so I can plug this into the input of the location for where to spawn the emitter.

Okay, then what I want to do is directly after this spawn emitter at location, I'm going to drag a wire off of here and say destroy actor. And your wire should be flowing like so let me just back this up a little bit. So, as soon as our projectile hits something, we're going to play an explosion, a little explosion at our hit location. Then we're going to destroy the actor which actor ourselves that is this projectile blueprints Okay, with all that done, there's a little bit more work I want to do but that's going to be done in the first person character. So let's just Compile and Save this quickly. So then jumping over to our First Person character blueprints at this location.

There's some script that already exists in here for spawning the projectile and so find your way over here and over to the right, where we are spawning our actor first person projectile, there is this play sound at location, I am actually going to swap out this sound and I have actually imported another sound effect that I'm going to use that will sound very familiar to you all. I have called it s effects blaster shot. I'm not going to share this asset with you all because I don't have the rights to it. But I have a permission for myself to use it for demonstration purposes, but I cannot distribute it. So I'm just going to Compile and Save this quickly. And so now if I jump in and play, there's still more I want to do, but I'm just going to demonstrate what we've got so far.

So make sure you compile, save play. And you can see a little explosion plan. Our projectile is not bouncing. You're hearing that blaster sound effect. That's pretty cool right? Now, wouldn't it be even cooler if we could make a hooked up controller rumble?

I think so. So let's take care of that. Now. simply move on over to the right here and we can extend this flow of act of execution. After we've spawned the first person projectile and play the sound we're simply going to firstly right click say Get Player Controller After we've done that we're going to drag out of here and type in play dynamic force feedback. So this node is going to play some force feedback on a controller that you may have hooked up.

So make sure you plug in your execution to the start. And it's asking for an intensity and a duration. Now you can fiddle with some of these values. But I tried some of this before recording this video and I'm going to go with like point five for intensity in a duration. I'm gonna go with something like point one. Let me just Compile and Save and I do have a controller hooked up to my computer.

So let me just try this out clicking play. Alright, so now if you do have a controller hooked up, which I knew and you fire a shot, you will feel a little forceful. Back to me I could actually spend some more time tweaking and tuning that value, but fiddle with that until your heart's content. Alright guys, there we go. We have made a customized projectile. Hope you liked that one a lot.

We will see you guys in any future bonus videos we add See you later

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