Lens - Script #5

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

Welcome back everyone in this video we are continuing on our Lens of Truth scripting journey. In this video, we want to do a few things. One is we want to call our lens off FX function that we created a few videos ago. And secondly, I want to add a little bit of a cooldown timer after we use our Lens of Truth ability so that we can't just spam it and turn it right back on again. But before we get to any of that here inside of our BP player in our white magic tab where we left off in the last video, I just want to point out one unnecessary Boolean that I thought we were going to use earlier in the course but we're actually not many many videos ago we created this B w magic ready Boolean variable. And the intention was we were going to use it to toggle on and off already message but I decided to go this Event Dispatcher instead.

So long story short, we don't actually need this setting of the W magic ready node right here when we turn on our Lens of Truth, and we're setting that to false, instead of just deleting it out here, I'll let it live just in case at some point, we decide we need it, but I will delete it out of this script. So say bye bye to that guy. And then make sure your sequence node is still plugged into the rest of this. Okay, so back to business here. First things first, what I want to do off of this Lens of Truth off bit of script, is we want to call our lens effects off function. So let's drag and drop that into our graph here.

To call that, let's bring our comment box around that as well. So that whenever our lens is deactivated or lens timers up, we're making sure that we call this function and if you don't remember what this all does, you can double click on it. It's very We're going to flip this Boolean back to false, places some sounds, set the visibility here, fade out this sound as well, and it does some more stuff related to showing and hiding of materials in collision all this kind of jazz. Anyways, let's exit out of here. So that is all well in good, let's create a timeline for our lens cooldown timer. And just to kind of reorient things a little bit here.

I'm gonna move all this up because we're going to be using this timeline kind of up in this area of the grass. Let's move this on up. Move this on up like so. And right off of our lens effects off. let's right click here. Do a search for a timeline so we can add one of those guys and I will call this timeline lens cool down timer.

Okay, so let's double click on this guy to open it up, and we are going to watch the length track of five seconds is gonna be perfect because that's how long I want this cooldown to be. So that's all well, let's create a new float track however, we will call this our lens. Cool down time percentage, we're going to add a couple of keys here, right click Add one key right click add a second key doesn't matter where you add them because we're going to hard set their values. The first key here we're going to set to be a time of zero and a value of one. And the second key we're going to select here we're going to set that to be a time of five seconds, and a value of zero. And again, you can Click these zoom to fit to see where those two keys reside on your little timeline here.

Okay, so with that, let's exit out of this tab we don't need it anymore. There we see this output off of our lens effects off. Turning off our Lens of Truth, we can plug this in right away. We're going to plug this into our play from start as well kind of important to plug it into play from start. And I will right click on this node and even leave a node comment that says this is what actually determines how long our cooldown last. This timeline is going to drive this variable, which variable well we created this lens cooldown time percentage, many moons ago.

Let's drag and drop this right on top. Have that output, and that'll hook up a setter automatically. So as we update this timeline, we want to update the value of this variable. Okay, and once this is finished, we want to call we want to call our Event Dispatcher once again. So let's drag and drop this into our graph. We bring up this little menu, what do we want to do with this Event Dispatcher, we want to send out another call that is send out another tweet to whoever receives it.

And if I bring on my w BP HUD once again, I just want to point out a few things. Let's go over to our Graph tab right away. You remember from a few videos back we were saying that this w BP HUD is subscribing to our players Twitter channel here, here. anytime they send out email For toggled w magic ready the first time, we're going to set that visibility for the text and the button to be hidden. However, when our Lens of Truth turns off, we're going to call this again, when all this turns off. We're going to call this once again.

And then when this event fires, we're going to fire out of the be output of our flip flop, in which case, we're going to make our text and our button visible to indicate that we are ready once again. But that's only going to happen once our lens cooldown timer has finished. See how that works. Pretty fancy. All right, let's go ahead. Let's click and drag around these three nodes right here, tap that C key will leave a comment lens cooldown timer.

This is gonna be five seconds and now Just to drive home this point of what we're supposed to be seeing visually our w BP HUD right here. If I jump back to the Designer tab at the very top, because I hear fire engines blaring behind me. So we've got this T cool down this w magic cooldown hierarchy widget right here. This is going to be something that is going to drain down over the course of five seconds. So Matter of fact, you can see that this is bound to our get w magic cooldown. This is going to drain like this over the course of five seconds when we deactivate our Lens of Truth.

And just to go to the function here, you can see that this particular thing is bound to in this case our lens cool down when that is the magic that we have slotted let's Compile and Save this as well and our BP player let's compile in save that is well we are getting there. guys in the next video we will actually make it so that we can see all of this come together. We'll see you there.

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