Skill Acquire - Notify Bindings #1

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Transcript

Welcome back everyone in the last video we finished off creating the layout for our skill acquired Widget Blueprint here. In this video we're going to make it so that this skill acquire blueprint is variable. By that I mean we don't always have to have the text that says learn double jump, we can make this variable we can change it out, depending on what skill we acquire. Likewise, we can change out the image, the description, the man accost this little icon, all these kinds of things, depending on which skill we actually acquired. Now if you didn't take a break between videos just want to point you to how to get back into this Widget Blueprint. We are within our content Metroidvania blueprints sorry not blueprints, widgets folder content Metroidvania widgets folder and there is our w BP skill acquired.

So what are we We want to do here Well, we want to start off by swapping out our title text here. So make sure you've got this skill learned text widget over in your hierarchy selected, or you can simply select it here in your viewer. And with that selected over in the Details panel, where there is learn double jump text, we are going to create a binding for this. And I'm going to click this little drop down right here and click this plus create binding. That's going to jump us out of the Designer tab, and over into the Graph tab. And right away, I'm going to create some space between our entry node and our return node over here because we're going to be inputting some nodes right in here.

I'm going to hold down the Alt key and left click to break this wire right away. And then I'm going to come over into the My Blueprint panel and I'm going to give this a better name. So I'm going to select this function that we just are prompted to create hit f2 and I'm going to call this get title. Okay, so what I want to do here I want to reach on over to my BP player blueprint. And the reason I want to do that is because my player blueprint is the one storing information about our various skills. And if you don't remember, I'm just gonna hop on over there quickly.

So jumping back over to the main level editor here, blueprints, characters, there's my BP player. And we had all these variables. And just to show you an example of one in our skill, double jump section of variables, I have one called double jump data. This is a struct variable that we created here in our player. And if I come over to the right hand side, there is that struct variable that we created. This particular variable is holding data pertaining to the title of this skill, the input button, the skill icon, the skill image, the skill, border color, all this kind of information right here.

We are essentially going to plug into our web key skill acquired so that all this information is appropriate depending on what skill we are acquiring. So jumping back over to our Graph tab over here, the first thing I want to do is I want to right click and get player character. Then I will drag away out of the return here. And I will cast to our BP player, cast your BP player. And now once you've done this, then you can drag out of your as BP player and start to access some of those variables. So we're going to drag out of here and the first one I'm going to do a search for is double jump, and right away, it's narrowing it down, I want to get my double jump data.

Okay. Now the cool thing about this is that you can then drag out of here and say we want to break this. Remember, this is a struct variable and a struct variable contains more variables. You inside of it. So breaking this, we can see we've got our title right there. You can also click this drop down to expose all the other variables that this contains.

But the title is the one that we're concerned with right now. So I'm just going to collapse this back on up. And I want to do this for all of my different skills that I can acquire. So I'm going to drag off again out of my SBP player and I'm going to do a search for bak dash, get back dash. Then I'm going to drag off again. And I'm going to do search for fireball get fireball data.

Drag off again, let's do electro Spark. We're going to get Electra spark data. And again, all these are existing within our BP player. I'm going to drag off again, do a search for a Lens of Truth get lens, lens data, get lens data is what we call that one and one more time going to drag off Get missed, missed data. Now there is another struct one for attributes, but we're just concerned about the data for now. And then I'm going to drag off one more time because I need to find out what skill we acquired.

So we had another one called get skill acquired. And this was an easy new variable right here in our BP player. And I don't even remember where I put that one. It's under the player info categories skill acquired. So again, once we acquire a skill, we're going to be able to say which skill that we acquired by setting this variable that's to come yet, not quite yet. Okay, so jumping back to our web p skill acquired.

What I want to do with this skill acquired iE neum is I want to drag out a wire and bring in a select node So now the way this works is depending on which skill we eventually script to tell our player that we have acquired, we can then tell our function here which title it should output. By that I mean, if it was the double jump skill that we acquired, I can say, hey, what is the title of our double jump skill and plug this into the Select node like so. And then this plugs into our return value like this. Make sure you hook in this execution wire as well. Okay, so now I just need to copy and paste this for all these different nodes right here. So I'm gonna take this breaking of the skill data, I'm gonna Ctrl C Ctrl, V. For back dash.

We're going to take the back dash data title, plug it into their control V again, our fireball day No, we're gonna find the title contained within there. I'm gonna kind of keep moving this select node down, gonna control the, our electrical spark title, it's gonna be plugged into there. Our lens data title. And then lastly, our missed data title. And you can bring in a reroute node for the skill acquired, if all these lines kind of crossing over is really gonna drive you nuts. I just double clicked on the line to bring in one of those.

And for none, I can just simply leave this blank that should be fine. And again, just to drive home this point back in our BP flare, you saw that my double jump data had the title, learn double jump. If we were to look at something like our fireball, our fireball data, has learned fireball, etc. So again, all All this information is contained on our BP player. And we're just reaching over into our BP player from our w BP skill acquired to bind this particular text to this function, and this function is one that's going to set the appropriate text depending on which skill we acquire. Okay, so you're kind of getting the idea how that works now, so I'm going to try to move a little bit faster through the rest of these, because this is just a little time consuming, consuming and laborious in nature.

The next thing I want to be able to modify is the color and opacity of our skill learn text here, you can see that we kind of have this gold color. I want to change out this color depending on if this is a movement skill, like double jump, or back dash versus if it's a black magic or a white magic skill. So right here with this skill, learn text widget selected, over in the Details panel under color and opacity, we are going to create a binding for this create binding. Let's create some space between the two of these right away. And I'm going to put f2 on that to rename it and we're going to call this get skill, font color. And I'm going to cheat a little bit here to create a shortcut.

I'm going to hold down the Alt key first of all and snip this wire. Then I'm going to jump on over to my get title function that we just created. You can double click on that or that tab is still open over here. And I'm going to grab all of these nodes are Get Player Character are cast to BP player, all this data, all this, all these break nodes and even the Select notes. We're gonna grab all those I just left clicked and drag to drag out that marquee slide lecture right there, grab all those, hit Ctrl C, then I'm going to come back to my get skill font color function. And I'm going to hit come down here and control V. And I'm going to move these into position, making sure that we hook in this execution wire.

And making sure we hug we plug in this execution wire all the way into the return value. But the one thing that I want to be able to show sure that we swap out is we don't want the title here. So I'm going to snip all these wires right here. And if I right click on this select like node, I can break all links like so. Okay, let's hook back in our skill acquired right away because we actually do want that one. But out of each of these breaking of our skill data is what I really want.

I just click that little drop down arrow to expand it. What I really want is the skill font color. So I'm going to drag out the skill font color and put that into double jump, and then I can collapse that. I'm going to expand this one out. Take the skill font color, plug it into back dash and then collapse that one. fireball data, I'm just gonna expand that out, find my skill font color, plug that into fireball, and then re collapse that electro spark font color lens data, take that skill font color and plug it into the Lens of Truth and then re collapse that just to keep things a little bit tighter.

And then our mis data. I'm gonna take that font color, plug it into there and then collapse this like so as well. Now what thing you got to make sure that you remember to do is take your return value from the Select node and plug it into the return value of the return node as well. Okay, let's Compile and Save this. more work to be done for sure, but I think we're going to call it quits for this video so that we make sure that we've got enough content for the next two videos. So that'll do it all for this one guys.

We will see you in the next one.

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