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Download "Create a Role playing game in Unreal Engine Part 37 - Magic projectile"

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Subtitles

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  • ruRussian
Download
00:00:01
[Music]
00:00:05
before we continue with the video if you
00:00:07
like what i'm doing here on this channel
00:00:09
please consider subscribing it helps the
00:00:11
channel a lot
00:00:12
anyway let's get back to the video
00:00:15
welcome back to my create an rpg series
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in this episode we will be continuing to
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work on our ability system for the mage
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in particular
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so let's just jump into it from where we
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were last which was that we set up some
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apex events for us to react to where we
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could actually
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say that the the spell is uh starting to
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happen
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now
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uh going to our abilities
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and
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opening up the base class i can actually
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close everything else here
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this is the event that we we created
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over here the animation apex event and
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we demonstrated how easy it is to add to
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our
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existing montage by adding it to a
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montage for the slash
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now we want to create it for the mage
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which has a few different animations so
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going to one of them let's take the
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standing magic attack this one
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and let's say we want to have it uh
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use the spell over here so we'll right
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click at the notify bpi apex ability
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notifier so
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uh we also actually let's remove that my
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bad this is not a montage this is an
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animation that i opened up wasn't it
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yes it is so let's create a montage from
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it first
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you can add
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these
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notifies to animations as well
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just know then that if you were to have
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a notify in here like
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like this like if if we just add it
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properly first so somewhere there
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add notify
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and if you also have added it to your
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normal animation the montage uses all of
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the notifies and things that you have in
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the animation as well so
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things would happen twice then
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essentially
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which may be what you're after but
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probably not i'm going to assume
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anyway so we have the apex ability
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notifier there
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and now we want to make use of this by
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creating abilities we go to abilities
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and we create a child
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child blueprint class we'll call this
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one bp underscore
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let's call it fireball
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okay so starting off we need to set on a
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montage which is going to be our
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standing magic attack like so
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so that's the first part
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now the next part is we want to actually
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do something when this happens so to
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have the debug available or to see that
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this is working we'll add the
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apex event to our graph
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and we'll say
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print
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apex exclamation marks
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so
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next step is we need to actually have
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this ability available to our character
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so even though this character is a
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warrior
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we will add it to his abilities anyway
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uh so the animations won't be
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100
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awesome because it's a little bit of a
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mismatch when it comes to its locomotion
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and stuff but that's fine it will do
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some uh blending between them so it
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shouldn't be too awful
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actually let's remove the multi slash so
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we have
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a fireball on our second ability which
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is
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let's see here was it the q key
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and
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r key okay that's good
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so let's see what happens when we try
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this out so we play and we press the r
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key
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we do the animation and we type out apex
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afterwards
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everything is looking fine so far okay
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um
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now
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what we want to achieve in this is
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we want to spawn a projectile
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so
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we could become actually let's why do we
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keep this let's remove these that's
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we could be spawning a projectile
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directly in here if we wanted to if we
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want to have it more organized like
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things are more
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centered around what they're actually
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doing we could instead
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distribute this
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action to our combat system and say that
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the ability generates uh
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a projectile but the actual combat
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um
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component is what what creates and sends
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it out spawns or sends it out
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essentially it's a matter of your
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preference of course how you want to
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organize your things but
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what we could do then is we know that
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this is happening we can get
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owner
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and we can say
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get component by class
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and then we can say we want to have the
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combat
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component
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and then we can have something that
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spawns the projectile but we currently
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don't have anything like that so let's
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start off with doing that
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we open up our combat
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component
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which now has a lot of comments here in
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case you didn't follow the commenting
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video
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and let's see here is
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i feel it might have actually become
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slightly harder to navigate in this with
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all the comments but
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that might just have been me putting up
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four comments essentially
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so we have a damage taken we have a
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begin play we have
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some random things here what we want to
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have is essentially
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a let's create a custom event for this
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and let's call this
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[Music]
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spawn
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fire projectile
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and
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this is what we will be calling from our
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class then so going back to fireball we
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can now say
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fire projectile
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but we don't have any projectiles
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created so let's get working on that
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so let's go to
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where should we place the projectile i
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wonder
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let's place it under abilities for now
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and see if we have a better place for it
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later
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so we'll create a blueprint which we'll
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call a
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actor and we'll call this bp projectile
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base
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opening that up
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this is what we have we removed the tick
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and begin overlap and stuff
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what we want to do first is we want to
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have some kind of a
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well first of all we want to add
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projectile uh movement to it so that
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component is available here in addition
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to that we want to create a component
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that represents our projectile just so
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we have it visually seen so we can add a
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static mesh
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and as a mesh i guess we can
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something like a sphere make sense for a
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fireball we do not have a sphere
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we do not seem to have a sphere
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yes that's
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not available unless you have the
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starter content i wonder
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let's just hack up our static mesh um
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so going here under basics for place
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actors we can get a sphere like so we
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can
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click the little lock so it keeps its
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dimensions we can say 0.1
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that's maybe a little bit small let's
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try
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0.3
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that looks like an okay fireball i guess
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and then we can just right click on this
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converts here to static mesh
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we can place it
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meshes is fine we'll just call it
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static mesh
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like so in meshes okay
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now we have a mesh here
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and this one will not have any collision
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so we'll create some simple collision
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not entirely sure it added it to be
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honest let's see if
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there we go
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that looks somewhat
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off center
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weird
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it seems to be moving as well as we move
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the camera which is also very weird
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okay now it is inside of the mesh which
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is something i guess let's scale it up a
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little bit so it's slightly larger
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so we can see it
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that should do fine for us i think so
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let's just save that and close that down
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and now we say we want to have a static
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mesh of some sphere
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like so
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and now we have our sphere so this is
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what we will be using as our projectile
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essentially
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we can move this one to our default
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scene root and we can so it overwrites
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their root over there
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it's good
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so let us see let's go to our predictive
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movement and we may want to set initial
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speed is zero that's not very fast
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we might want to change that but before
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we do that we want to at least set the
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gravity scale to zero because these are
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going to be fireballs that are not
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affected by gravity you might want to
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have gravity in your game that's
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perfectly fine
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for me i will not
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um so let's keep it like this for now
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so this means it will be spawning it
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will not be moving because it has zero
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speed and it will
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uh
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not be affected by gravity
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that's fine for now let's go to our
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fireball and say
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no we go to our
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combat component and then we say
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spawn actor
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from class and we say we want to have
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the projectile base
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and we can
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expand the
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transform so it will be spawning in zero
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zero zero
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[Music]
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all of this is fine for now i believe so
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let's
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try this out and see what happens so
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we press the r key we do our ability
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we don't know that something has
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happened but if you check over here in
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the [Music]
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world outliner we can see that the
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fireball has been spawned
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and if we eject from here and we go to
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where did he go there we go and press f
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no that doesn't center it
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is this where it is there it is
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that seems to be a much larger fireball
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than what i expected
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they did not take the scale into
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consideration for the static mesh i
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wonder
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okay so first of all uh this one we need
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to get rid of because we don't want this
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one
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so that's fine um
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but at least the fireball spawned now we
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can say
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let's do this a little bit hacky because
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this doesn't really matter here we would
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this is just for
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visualization right now
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um
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set actor
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scale
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3d
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and let's set all of these to 0.3
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so
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compile run let's do that again let's
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see
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we will eject we will check the fireball
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it is smaller that looks good
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um that will be fine for our visual
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representation i guess we can
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can make it look a little bit fancy i
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guess if we have some material that
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looks
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cool which we don't seem to have
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i guess we'll keep a white ball for now
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yeah
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so next part will be to actually
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spawn this in the right locations have
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it move and things like that
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sorry about that i accidentally closed
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down the the engine
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anyway
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all that i guess we can start off on the
00:13:42
next episode i think this is good for
00:13:44
now so hope to see you in the next
00:13:46
episode
00:13:47
hopefully found this video helpful if
00:13:49
you liked the video leave a like if you
00:13:50
did not like it leave a dislike leave
00:13:52
any suggestions or comments you have
00:13:54
down below subscribe and share this
00:13:56
video if you want to see more like it in
00:13:57
the future that is all for now keep on
00:13:59
learning take care
00:14:02
[Music]

Description:

This is the series to watch if you want to create a role playing game in Unreal engine with rich, deep RPG systems and advanced functionality. In this episode we will be creating a projectile to handle our magic payload. Beginner tutorial series: https://www.youtube.com/playlist?list=PLNBX4kIrA68nyGfIKgyizftebllhKc4ZX Creating game systems: https://www.youtube.com/playlist?list=PLNBX4kIrA68lvWElEzhRaCOtCjZ7L05xv Join the Discord server here: https://discord.com/invite/zBeebU7uv3 Support the work of LeafBranchGames on Patreon here: https://www.patreon.com/LeafBranchGames

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