WEBVTT

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Okay.

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So we have our ranged attack and we have several things we need to set on it now before we just go in

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and start setting things here and there.

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We're going to start at the top and take this in a nice linear order.

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And the first thing we see is we need a projectile class.

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Now, this is going to be used by our slingshot attacker, although we may wish to make it more versatile

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so that we can have the choice between what projectile we want to spawn and we'll get to that.

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But we have to start somewhere, right?

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So we're going to make a projectile for the rock, for our slingshot.

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Now I'm going to go into our Ability System Enemy Abilities folder and we're going to have our rock

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just exist right here with our other enemy abilities.

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So I'm going to right click Blueprint class and search for Aura Projectile.

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I'm going to make one of these, select that and call this BP underscore Slingshot rock and open that

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up.

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Now all we have is a sphere component and I want a mesh and specifically a static mesh, because if

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we go into assets and into enemies, Goblin and Slingshot, here's a static mesh called Slingshot Rock.

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Look at that beautiful rock.

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We're going to use this.

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So I'm going to go back to Slingshot Rock and add a static mesh component.

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So adding static mesh.

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Now notice I have Slingshot rock selected in my content browser here, which means that if I add this

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static mesh, it'll automatically be set to Slingshot rock and I'm just going to call this rock mesh.

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So now we have a slingshot rock.

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Perfect.

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Now that's good.

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But we also have a projectile movement component and we should set the initial speed we should set whether

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we want gravity and so on.

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I actually do want gravity, so I'm going to use one for the gravity scale and I'm going to set the

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initial speed to 1000 and the max speed to a thousand and we'll see how that looks.

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Okay.

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So now we have the basic rock blueprint and it's a projectile.

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So we can go back to our ranged attack and set our projectile class to be slingshot rock.

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And now we have that set.

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Now, next is we have a damage effect class and we can set that to g damage.

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But we have to keep in mind that G damage is going to depend on us setting set by caller magnitudes

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for our projectile.

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And if we go in and look at aura projectile spell, we'll see that we are setting set by caller magnitudes

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by looping through our damage types map and our team map is supposed to contain a map from damage type

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gameplay tag to F scalable float, which means that we need a curve table and we need a curve on that

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table for damage for our ranged attack.

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So we're going to handle that set up in the next video where we take care of damage for our projectile.

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So we'll do that next and I'll see you soon.
