Skill Acquire - HUD Bindings #1

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Transcript

All right, welcome back everyone. So we spent the last few videos adding a whole lot of variables to our BP player. In this one, our goal is to bind some player variables to our various HUD elements. Specifically, we're going to be binding some variables to our magic skill, a HUD, and that's going to be this part of our HUD over here. We're going to make it so that the appropriate images are going to show in these spots when we tell them to as well as the appropriate man amounts depending on whichever white magic skill or black magic skill we have equipped. So I need to direct you to which assets we're going to have open up here.

Firstly, make sure you've got your W BP HUD open here is the pathway for that. Make sure you got that guy open. That's what we're going to be doing the majority of our work and I've also got our BP player open as well. Well from the previous videos, and the reason I have that one open is so that I can jump back to it and point out to which variables we want to talk to. So make sure you got both of those open. And I'm going to start off in my w BP underscore HUD.

So the first thing I want to do is I want to create a function that is going to display the appropriate image here in our white magic skill slot. Depending on whichever one we have acquired. Right now we've got this T magic empty, this black circle right here and we actually have a cooldown timer that's overlapping it. That's why there's this faded white, but we need to make the appropriate image show up whether it be our missed or Lens of Truth image, etc. So what are we going to do here? Well, with your W magic image widget selected over here in the hierarchy, you can see it's highlighted here in green w magic underscore image.

Come over to the Details panel. Where it says appearance brush, we want to bind this image to something. So let's click this bind button right here and create a binding. And when we do that, it's going to jump us from our Designer tab over to our Graph tab. Now, right away, it's going to prompt us to create a function and I don't like this function name. So I'm going to change that here in just a moment.

But firstly, I'm going to drag this entry node over to the left because I'm going to be adding a whole bunch of script down here. I'm going to break this wire right away by holding down ALT and left clicking. And so if I scroll up here in the My Blueprint panel, I'm going to change out the name of this function that was just added here. I'm going to hit f2 over this and I'm going to change this to be yet w magic image. Okay, so if you remember right in my BP player, I had various images, I could display. If I click on my I'll say electro spark attributes, not attributes I'm sorry, the data, you can see that I've got a lot of not sorry, let me check that again, retract that once more the electro spark attributes, you can see that I've got an icon right here.

Wouldn't this be a nice icon to display in our HUD? I think so. Well, all we need to do is talk to this variable that lives in our BP player. So how do we do this? Well, when I jump back over to my W, BP underscore h HUD I'm going to right click here in our function that we're creating. And I'm going to say Get Player Character, we will look for our player character.

And off of this, I'm going to drag out a wire and we're going to cast to our BP player. That is a way that we can talk to our BP player Exactly. And out of this pin right Here, this output pin, this is where we can extract some of those variables. So I'm going to keep a wire extended from here and I'm going to release my left click, and I'm going to look for some of these variables. Namely, I'm going to start off with looking for the lens attributes. So we can get the lens attribute.

So that's one of them, I want to extract. I'm going to extend another wire off of here, and I'm going to do a search for missed attributes. I want to get my missed attributes. I'm going to extend another wire and I'm going to get shield attributes. I'm going to extend a another wire out of my SBP player, and I'm going to get time slow attributes. Because remember this variable in our BP player, if I select lens attributes, for example, it contains this slate image that we want to be able to To slot into our w BPH HUD right over there.

Okay, so coming back to our graph and our function w magic HUD. Okay, so we've got those four extracted there. So what I want to do here next well, I there's one more variable created in our BP player that we haven't talked about in a little bit. It is this one right here the W magic slot ID variable that we added to a category called player info. You may remember we created some news, this one was called a new white magic. And it allows us to define which white magic is slotted at a given moment, which we haven't hooked up the script for that yet, but we will.

But it's a way for us to tell our player here which white magic do you currently have slotted or rather equipped? Is it the Lens of Truth the mist the shield or the time slow and this is information We need to access over in our w BP HUD. You'll see why in just a moment here. So I'm going to drag out of our cast to BP player here in the function that we're working on. And I'm going to do a search for slot ID to get my w magic slot ID. So I'm going to bring this one way to the bottom here of our setup.

So I've got all of our attributes lens, attribute Miss attributes, shield time, slow and then our w magic slotted. Now what I'm going to do off of this w magic slot is I'm going to drag a wire out of here and I'm going to do a search for something called a select node. It should have this sort of an icon right here and I'm gonna bring this into the graft. And now the way this is going to work is based on which white magic is slotted. The time slow shield Miss or Lens of Truth. We can select which one of those icons to Return.

So I'm going to hook this all in right away by going time slot. Well actually, I can't hook it in straight away. I need to break these down a little bit further. Now, if you remember right, our attributes here jumping back to our BP player. And I'll just look at our lens attributes. They consist of several other variables inside of them.

Remember, this is a structure, variable type and a structure variable type is a variable that contains other variables inside of it. So I need to get inside of this variable to get the icon slate contained within it. So what I'm going to do is jump back over to my BP HUD, in off of my time slow attributes, I'm going to drag out a wire and I'm going to type in break and I'm looking to break our structure right here and that's going to extract the information that I need, and I can click this little drop down here to expose all the information contained inside of this structure. But I really only need this icon slide. So I'm going to collapse this just to keep this a little bit smaller, okay? So I can actually I could drag off of each of these and do that break as well.

Or I could simply copy this note, I'm going to hit Ctrl C, and then I'm going to Ctrl V it up here, hook this in to our missed, then I'm going to hit Ctrl V up here to hook that in. And then what I want to do is I want to plug in the icon slate into the appropriate input on my select node. So time slow attributes, I want to get the icon slate from that and plug it into time slow. Likewise, I'm going to take the shield attributes, I want to get the icon slate from that. The mist, I should reorder this a little bit instead of lens on top, just to keep consistent. I'm gonna put mist on top because In my select node, that's how it's all labeled.

So I'm gonna go lens next lens attributes icon slate it didn't, sorry, I did have that in the right order. Let's do lens on top missed right here and then missed icon slate right there. Now we also need to plug in something if we don't have any white magic slotted in here so what I can do is I can right click on this nun pin like so and I can Promote to Variable which I'm going to do right now. And that's going to create a new variable over here my my blueprints panel and I'm going to call this variable magic empty. So this is what image is going to appear if we don't have any white magic skills slotted in I do need to change the default image here and the image I'm going to put in Was it called image, MT, I believe it was called, oh, what was that call, let me just jump back to the Designer tab t magic empty, that's what I'm looking for.

So selecting my magic empty variable, t underscore magic empty. So that will be, that'll be the image that shows up if we have no white magic slot and in Okay, now I needed to take the return value of this and plug it into the return value of my function note here and then I need to make sure that I actually hook in this execution wire from our BP player all the way over to our return node here. So let me just try to make this all a little bit more organized so you can see how this all shapes up. Try to get it all into one screenshot. So in case you're getting lost here, you can just pause the video and hold Find your way. I'm going to add a reroute node right here by double clicking on this wire.

And that'll allow me to sort of bend this wire around. So that is the function that we are binding to our white magic image right there. Okay. Now I'm going to Compile and Save here and we can actually test this out if I jump in and play. So I jump into play right now. And we wait for our HUD to appear.

You see that I don't have any white magic image image slotted in but if I go into my BP player, and I find this white magic slotted enumeration right here, let me just kind of hard set this. We're going to set this through some some script later, but instead of none, I'm going to change this to be let's change it to Lens of Truth. And let's Compile and Save that. So now, in my web hood, we're talking to our BP player here with our white magic image. function it's gonna say hey, which way magic Do you have slotted and currently I have that slotted to Lens of Truth. So that is going to select our Lens of Truth icon slate because our w magic slot ID variable was changed to Lens of Truth.

Right So now if I play and our HUD flies on you can now see I've got the Lens of Truth image up there in the upper right hand corner. Now of course there's a little bit of a white filter over it, that's because it's a cooldown timer over it. We'll fix that up later on. But that is essentially how that works. Before I forget anything, let me go to my BP player here and I'm going to change my w magic slotted back to none and then Compile and Save

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