Player Metrics #2

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Transcript

So in jumping into unreal at this point we are actually going to be digging into something known is our Character Blueprint. And there's a lot of talk in this course about blueprints. This is jumping the gun a little bit because I don't want the discussion to be diverted too much to blueprints, but we need to dig into a character blueprint to simply get to these metrics that I've been talking about. So here in your content browser, select your first person Blueprints folder. So again, I am in the content, first person BP Blueprints folder. And you're going to find an asset known as your first person character.

Go ahead and double click on that guy to open them up. And in here, along the left hand side, you see a whole bunch of components that make up your character. I'm gonna select this character Movement component. And if you just want to see what your character looks like, you can select this viewport tab here and you can see that your first person character is nothing more than you as a camera and some floating arms, right. All right, so with your character movement component selected, over on the right hand side, you're gonna see all the detailed parameters associated with your character movement component. Now, there are a lot here, but I'm only going to be dealing with a few of them the most important ones that I have identified, you can drag and drop or drag and drop, you can move this left and right a little bit to help read the text or hide the texts as you see fit.

And you can drag this window out a little bit like that as well. We're going to start off with probably the most important one, this one known is Max walk speed. This is what determines how fast your character moves throughout the level, a value of 600 right here, I'm just gonna jump in and place you so you can get sense as to what that is like. I'm using my w a s and D keys move around right here. If I was to set that to be something like 100, and then just jump in and play w a s and D, you can see that I am moving much slower. So that is obviously going to affect the rate at which I am able to move through level so critical before you start gray boxing, how fast is your character gonna move through the level.

So I'm going to set this back to 600. And you can actually click this yellow triangle right here to reset it back to as default I like that value pretty good. The next one is going to be this this jump Z value that we just talked about in our Mario example. It's called jump z velocity officially. And you can see that this is what's going to determine how high your character can jump. So I'm gonna jump in and play.

Hit the spacebar. You can see about how high he jumps select The mic character movement component again, I'm then going to set this to be, well, let's try 1000. I'm gonna jump in and play. And now you can see that I jump way, way higher. I'm just pressing the Escape key to escape out of this play mode. In case I already forgot to mention that.

I am going to go ahead and set my jump z velocity to 500. Another good one to mess around with here is your air control. This is going to determine how much control you have over your character. While they are in midair. As the name suggests, I find this value to be a little restrictive, a value of one is going to give you a lot of control. In fact, I'll set it now and then just jump in and play.

And you can see that as I jump, if I move the press the D key or S key I can pretty much almost move myself off of my tiny level here as I am doing so. So I'm going to change that back to a value of i found point two to beat to my liking 0.2. Next one that is fun to play with that you can experiment with is this one up here known as gravity scale. So a value of 1.0 means that gravity is doing its normal thing. If I was to set this to something like I don't know, point five half and I go in and play. I can see that actually wasn't too much of a change.

Let me go a little bit more drastic with it. I'm gonna go to like, points to play again. There you go. This will also have an impact on your jump height because it's kind of like you're on the surface of the moon with less Gravity. And you can jump 20 feet in a single bound, right, I'm going to set that back to one by clicking this yellow, Reset to Default. There are a whole lot more parameters here that you can play around with.

Those are the main ones I wanted to talk about here. There are a few more parameters in this area. Under the class defaults, I'm going to direct you to click on this right now. And over on the left hand side, there are two important parameters to talk about. There's jump Max, hold time, and jump max count. We'll start off with the max count here.

That should be pretty obvious This is the number of times they can jump in a single turn while they're airborne. So if I set this to three, for example, that'll give me a triple jump. So 123 obviously I can't go more than that just three times. I'm going to set that to one jump max whole time. This kind of effect, you know how in a Mario game when you press and hold the A button, Mario will jump a little bit higher, as opposed to when you just tap the A button. So if you want that effect to happen, set this to be a value greater than one.

I'm just going to give you an example as to how crazy this can kind of be. If I set this to a value of like two that is a whole time of two seconds. By the way. If I tap the space button, I jump pretty high if I hold the space button it's kind of got a jetpack II type feel about it, not something I'm too crazy about. So values that are larger than half a second kind of give you that jetpack feel maybe that's what you want, maybe not. For me.

I like the value of excuse me, I'd like a value of about 2.2 Five, and you saw something I just did right there that's worth mentioning, I click this little drop down arrow to collapse to collapse these parameters. So know that you can do that in various areas of the editor. So point two, five will give you something like this by just tap the spacebar, little jump by hold it, give it a little bit higher, not too bad. Okay, that's gonna do it for our character parameters. There are some more projectile parameters I want to set. So with that, I just want to make sure that I Compile and Save and that is going to make sure that all your values here stayed the same.

And I'm going to exit out of here. in the same folder where you found your first person character is your first person projectile that you can shoot out, go ahead and double click on this guy. And you can drag and drop this tab to be right along your level tab up here. And if I click on the viewport, you can see that we are shooting out These little yellow balls right here. Isn't that cute? All right, go ahead and select your projectile component along the left hand side.

And there are some parameters to know about here. One of the most important ones is your initial and your max speed. This determines how fast your projectile can go. Now, if I set my initial speed, actually just let me jump in and play and show you how fast the shoot out. Like gives you a rough idea. And then you may say, Well, that's too slow.

I want I want that to be you know, triple the value. So I'm gonna set this to be like 10,000. And well, that certainly should go faster, right? No, that goes about the same. The reason that that is the same as before is because if you're going to raise your initial speed, you need to raise your max speed as well because your initial speed is that is when your projectile is at its fastest. This is basically saying Nope, your projectile can only only ever go 3000.

So your initial speed here of 10,000 not valid. But if I change the my max speed here to 10,000 to match my initial speed and then play you can see those fly out way faster. I like a value of like 6000 for the use, I'm gonna roll with that. I usually set those to match. If you don't like your projectiles falling off or having gravity applied to them, you can fiddle with this, you've seen that it kind of drops off after a while. So if you set this to be a value of zero, that means no influence from gravity and that will just keep going straight.

Maybe that's what you want. Maybe that's not what you want. I usually like to set this to about, I don't know, point seven or so let's see what that looks like. That's not too bad. Maybe we'll fiddle with that one later on. That one's not too.

We don't have to worry about that too too much for building out our gray box levels. other parameters you may want to experience or experiment with here are should bounce By default this checkbox is checked on saying yes, it should bounce like so. You can also choose how bouncy it is if it should bounce. So play around with that one. other parameters that you should know about here. Go into your class defaults button up here because there's one more pretty important one.

With your class defaults button selected, look down in the lower right hand corner of your screen. In the Details panel. There is an initial lifespan. This is stating that after three seconds, this projectile is going to disappear from existence. So play around with that one as well. I am going To leave it at its default.

Again, whenever you have changed some parameters here, always a good idea to do this thing called compiling and saving to ensure that your changes have taken place. All right, I'm gonna exit out here that is going to do it all for this one guys. We will see you all in the next one.

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