Skill Acquire - Base Class #1

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Transcript

Hello and welcome again in this video Our goal is to create a parent class that will contain all the common components. Our various skill pickups will need things like meshes, particle effects, etc. A few videos back, you saw me back in my older project that I created in preparation for making this course where my character was interacting with some of those alters out there and acquiring various skill. So what this video is going to be all about is creating the general setup for that sort of alter that Dyess if you will, that our character is going to interact with in order to then obtain a skill. So the way this is gonna work is we're going to create a child class blueprint from our already existing BP interactive object base blueprint that we created earlier in this course. So just to direct you into the right spot, I am currently in My content Metroidvania blueprints actor's folder.

And I'm going to double click on this BP interactive object base for the time being. And you can see that there wasn't too much in here all we had was a volume a box trigger volume really box Collider, if you will, we also created a few variables inside of here that are going to be common to a lot of the blueprints that we are going to be creating right now. So without further ado, I'm going to jump back over to my editor. And I'm going to right click on this BP interactive object base. And when I right click on it, at the very top, I've got the option to create a child blueprint class from this and I do want to select that. And I'm going to call this BP underscore skill underscore base.

And now if I double click on this guy to open it up, right away You may see that we've got this box collider out here that it actually did inherit. And it even says it is inherited from our BP interactive object base. There's a interact Collider in here on the child. There it is, as well and even says it's inherited. Also, something else to point out here is in the upper right, it says that our parent class is this BP interactive object base class. Now something else that you can see that was inherited from our interactive object base class, if I come into the My Blueprint panel, you see this little icon and if you click this, with a little drop down arrow next to it, you can choose to show inherited variables.

And what that does. If I click this little drop down triangle next to the variables section here you can see I've got this category called interactive object variables and I if I click this drop down triangle, you can see these variables right here are the same ones inherited from a my BP interaction If object base class, so it's good to see that relationship. Okay, so I'm gonna exit out of my BP interactive object base class because I don't need it now gonna be focusing on our BP skill base for the time being. So what I want to do is I want to add some components to this particular blueprint that are going to be common to the different authors out there, the different diocese that we can interact with, to acquire those skills. So I have a list of components here that I'm going to be adding and then some some details to set for each of these.

So let's do this one at a time. Now, this is gonna be a fairly lengthy process. I'm probably gonna have to break this out over the course of a couple videos here, but we'll see how this goes. So I'm going to select our default scene route here. I've already got this interact, interactive collider out here, I'm going to add a component. This next one that we're going to add is going to be a static mesh and I'm going to simply call this Dyess like so.

And over in the Details panel, we are going to set some parameters for this. First I need to slot in a static mesh. Let's do a search for under the static mess Static Mesh section, something called e n v underscore fire, underscore, it's this melancholic troll three. Right? It's gonna be this giant podium looking thing. Okay, and I do have some scale settings in mind for this.

So I'm gonna unlock our scale. So I can set these all independently scale is going to be point six in the x. In the Y, we're going to set this to be point three, and in the Z. I'm going to set it to point eight, like so. Okay, before I go any further, I should back up to our interact collider here. I did want to set something for that rather check it. So let me select our interact collider here.

And over in the Details panel underneath the collision section. I just wanted to make sure that the visibility channel is set to block which it is. And this is all looking good. Yes, custom query only world dynamic. That's all looking good. Okay.

Just want to do a quick sanity check. Okay, so with that we've got a dice in place. Let's select our default scene route one once more. I'm going to add another component. This one is going to be a static mesh as well. And this one is going to be called skill underscore mesh.

And the details that I have set for this is first let's slot in a static mesh. So I'm going to come under this little drop down and I will do a search for our SM underscore move. Move skill we we created this Static Mesh earlier a few videos ago. Now we just got to put it into position. So I'm going to set the the location for this to be 160. That's going to move it up above the pedestal here.

I'm going to set the Z rotation is going to be 90 that's gonna wing it around here. I do have some materials that I want to set for this. So the element zero I want to change this from whatever it currently is here to gold, geo LD straight up gold, it's a m gold I believe, m underscore metal gold. Sorry about that. It's gonna have kind of this goldish tint about it. Now I selected only that one side there.

You know, a better way to do this is I'm going to jump over into our static mesh itself. So If I select this little browse to SM, moves skill in the Content Browser, I can select it right here. And I'm going to double click on this mesh. And here in our static mesh editor, what I'm going to do is I'm going to change this to be golden here, s SM are not SM m underscore metal, if I can spell right metal underscore gold. And you can see how it changes the left side to gold. Now you notice that there are two materials here.

What is this other one? Well, you may think it is the right one as well and you would be correct. So let me just go ahead and change this to M underscore, metal gold. And now if I save this, I can exit out of here. And now you can see back in my BP skill base. My skill mesh is awesome.

Automatically gold on both sides. Now, I could have just changed the element one here to be gold as well. But I wanted to demonstrate that you can actually set the default materials for this in the Static Mesh editor itself, I was just going to change it here originally right away in this blueprint, but you can do it straight away from the Static Mesh editor itself, that's just a good to know. Okay, so with this particular components in place, I'm going to attach a couple of components to this. So make sure your skill mesh is selected. I'm going to add a component this first one is going to be a particle system, right here particle system.

And you can see that it's attached when it's indented like this, and I'm going to call this skill underscore VFX. And with that selected, over in the Details panel, I do have some properties I want to change for this. I got to flip my page and notes around and we created this particular particle system earlier. And it was called p underscore, skills or skill rather. It's kind of this yellow looking swirly thing. So now you're starting to see some of these pieces come together that we created earlier.

Now I do want to set the Z location for this to be 40. So I'm gonna set that up just a little bit higher. And that's all I want to set for that. Okay, so note, this particle is attached to this mesh. Eventually, we're going to make this mesh at least some of the meshes Bob up and down a little bit. And when it does, that's going to make this particle system move along with it.

Okay, I'm going to select my skill mesh again. I'm going to add a another component in this one that I want to attach to it is going to be a point light. So note that It is attached to my skill mesh. That's why I selected this first before I added my component. So with this point lights like that, I'm going to hit f2 on it and change the name over to skill underscore light. Over in the Details panel, I'm going to set the intensity to be a lot lower, I'm going to set it to be 25, the light color I'm going to change to be from our color picker, we sort of had this like goldish color, I'm gonna change it to be something that matches that.

Now Actually, you know what, I'm not gonna do that. I'm going to expand out this little triangle right here. And I'm going to reset this back to the default. Let me just hard set the R value to be 90, the G value to be 90 and the B value to be zero. The attenuation radius at 1000 will say sure, that's going to be all right And we will leave it as such. Now I suppose you could play around with this intensity value, if you wanted to, obviously feel something 5000 it's gonna be a little bit more intense than if you left it at, you know, 25 there's, I don't know, what does that half 1,000,005 million right there.

So I'm just gonna go something small like 25 something kind of subtle, and it's actually not going to be that big of a difference. Okay, so with that, and again, play around with that variable to your heart's content. All right, next one I am going to set here we need to select our default scene route first because this one is not going to be attached to our skill mesh. This one is going to be a static mesh, however, now you can see it's going to slot in my SM move skill because I currently have that selected in the Content Browser. That's going to be fine. Go ahead and select that anyways.

I'm going to call this Particular Static Mesh candles underscore oh one and note that it is not attached to my skill mesh So note the placement of all these as we get work along so you don't make any mistakes here. So the static mesh that I want to set for this is there's something called candle stand candles stand it's this one right here SM underscore candle Stan 03 that guy do have some locational settings for this the explication go 195 for that and the material. I do have a material in mind for this. So select this and let's go for a candle underscore glowing. And you got two different options here and I'm not sure if I specified Which one was which. So let me just select one of these.

I selected the bottom one, and we'll give it some time to kind of go in. I think these are pretty identical. So it looks it should look something like that. Okay, just out of curiosity sake, if I choose the other candle glowing, I wonder if that makes much of a difference. Well, they look pretty much the same to me. So we'll go with that look right there.

Okay, anything else I want to set for this, um, I am going to set I'm going to scroll down in the Details panel and I'm actually going to set the visibility of this to be hidden for the time being so rendering visible. Uncheck that. Okay, I think we'll add one more before we put the wrap on this particular video with our candles Oh, one Static Mesh selected over here in the components panel. Let's add another component This one is going to be what are we going to set for this one gotta flip my page of notes. Because I don't remember everything this is going to be a particle system component. And we are going to call this one cannon candle light underscore 01.

And with that selected over in the Details panel, we are going to slot in the particle known as p underscore light Corona it's kind of this glow, right? And I'm gonna set the location for this to have a z location of 220. And I'm gonna set the scale I'm gonna lock the scale here so I can set it uniformly I'm gonna set it to be 1.5 in the x, the Y in the Z now currently you may be Wondering what this glow is for if I temporarily go back to my candles oh one and under visibility make this scene it's just gonna be a little glow coming off of our candle like so. So I'm gonna hide this for our candles a one for the time being and then I'm going to choose our candle light. And I'm going to make that hidden for the time being as well.

And with that, I'm going to Compile and Save and just call this wrap on this video a little bit more to do, but that's gonna do it on this video. Let's keep the momentum rolling on in the next one. We'll see you there.

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