WEBVTT

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Welcome back.

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Now, in this video, you have a quest.

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You're going to make your native gameplay tags.

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We've already made armor, but I'd like you to make native gameplay tags for all attributes.

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Now, this includes some that already exist.

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We have our vital attributes.

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Max Health and Max Mana are going to need to be removed first, then make them native tags in the secondary

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attributes subcategory and then make sure that things are all fixed and put back together in blueprint.

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So pause the video and make your native gameplay tags now.

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Okay, so I'm back in the editor.

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I'm going to go into Project Settings.

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Now here are my attributes.

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I have secondary armor that's native in C plus plus, and we now have vital with health and mana.

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Now I'd like to make max health and max Mana native gameplay tags in the secondary category.

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So what I'm going to do is click the dropdown and select delete.

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Now we've deleted Max Health.

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We can go back to Attributes Vital and delete Max Mana as well.

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I'm going to go ahead and delete those and close the editor.

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I'm going to save selected.

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Now let's go into our config file and open default gameplay tags.

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Notice that health and mana are there, but max health and max mana are gone.

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So just reminding you of the relationship here, this is where they're actually stored and that is where

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we can see that change.

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Okay, so let's add some secondary attributes and before we do all of the secondary attributes, I'm

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going to first add Max Health and Max Mana.

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So I'm going to make an gameplay tag.

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Attributes underscore, secondary underscore max health, and I'll copy and paste this and make a max

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mana as well.

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And with that it's now time to add the rest of our attributes.

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So really this is going to be repetitive, but let's go through it together.

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After armor we have armor penetration.

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After that, I have blockchains.

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After block chants, there's critical hit chance.

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Then after that critical hit, damage and critical hit resistance.

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After that, there's health regeneration.

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And we have mana regeneration and then we have max health and Max Mana.

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We can put those at the bottom right here.

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So that's our secondary attributes.

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But what about primary?

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We want those as well, so we'll make gameplay tag attributes, underscore primary underscore strength.

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I'll copy this line and paste it.

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Replacing strength with intelligence.

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We'll paste again, this time with resilience.

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Any typos made here just means that the typo exists in the native gameplay tag variable in c plus plus

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after strength we have vigor.

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And now we can actually tell the gameplay tag manager to make these.

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So let's do that and or a gameplay tag.

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We can do that with this line here.

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I'm going to go ahead and actually put each of the input parameters to the function call on their own

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line here so we can see more easily the name of the tag and the description.

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So that's attributes secondary armor.

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Let's start at the top, though, with primary.

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So the first one will be gameplay tags, attributes primary strength.

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And we're calling add native gameplay tag.

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And we do have to be careful here.

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This is just as error prone as making a data table.

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So it's going to be attributes primary strength.

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Any typos made in this name here would then result in the typo being in the actual gameplay tag itself.

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So for strength we're going to just say increases physical damage.

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Let's copy this whole thing and we'll do the other primary attributes.

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We'll have attributes, primary intelligence.

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We'll change the name to, say, intelligence.

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And this will say increases magical damage.

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After intelligence.

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We have resilience.

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So we have attributes, primary resilience.

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And this will say increases armour and armour penetration.

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Let's go ahead and make our last primary attribute.

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That's going to be vigor.

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We'll change the name to vigor and this will just be increases health.

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So there's our four primary attributes.

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Cool.

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Let's get our secondary attributes and this will be pretty repetitive.

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So I'm going to go ahead and time lapse this process.

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Okay, so it looks like I've added all the tags for my attributes.

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I'm going to go ahead and do a multi-line comment here that just says primary attributes.

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And I'll have another multi-line comment where the secondary attributes begin right here.

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We'll say secondary attributes.

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And there we have it.

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So now we can go ahead and compile and launch the editor.

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And with the editor open we can go to project settings, gameplay tags and here are the attributes.

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Now we can hover over them and we see native for all of them.

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Primary.

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We got the four primary attributes and secondary.

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There's all the secondary attributes right there and these are actually usable in blueprint as well.

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We can even go into a blueprint.

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Let's go into Potion for example, BP Health Potion and we can right click, we can do make gameplay

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tag.

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Let's do make gameplay tag container from tag and here for single tag.

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If we open this, all of those attributes are options.

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Here in blueprint, I'm going to go ahead and delete that.

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I'm also thinking I'm done with these.

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I'm going to go ahead and delete those and save and close the health potion.

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So now we have native gameplay tags.

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We know how to create them in C plus plus and we can also access them from within C plus plus.

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We're doing that in aura ability system component here by just calling the F aura gameplay tag static

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function get and from that we can access those gameplay tags.

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In fact, we could even just call get and access the gameplay tag from it directly like that.

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And that's great.

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So now that we're done with this debug string, I'll go ahead and remove it.

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I don't want to remove this line here where we're binding effect applied to this delegate that we still

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want.

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I'm just removing that debug message and now we have our gameplay tags.

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That's the next step, that's the next piece of this puzzle.

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And now we're ready to continue fleshing out our attribute menu.

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And this is a great milestone.

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So excellent job and I'll see you in the next video.
