WEBVTT

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Welcome back.

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So we have ranged attackers.

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We have melee attackers.

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Things are looking pretty good.

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But there's another kind of attacker that I'd like in our project, and that is a spell casting attacker.

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And it just so happens that in our assets, if we go to enemies and Shaman, we can open this skeletal

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mesh for the shaman and it has a nice staff and everything.

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So this is perfect for a magic casting attacker.

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So for this section, we're going to set up a goblin shaman.

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Now, this is going to involve a number of steps and we're going to get to reuse some of the work that

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we've already done.

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So let's take this step by step as we create our new type of enemy.

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And this will be the goblin shaman.

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It's not going to be a warrior.

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It's not going to be a ranger.

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It's going to be an elementalist much like aura.

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So without further ado, let's make our new enemy type.

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We're going to go into blueprints and character where we have our goblin spear, our goblin slingshot

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and our ghoul.

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We're going to make a new folder for the shaman and of course we're going to use our enemy base.

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So I'm going to right click on it, create a Child Blueprint class and call this Bpy underscore Shaman

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and I'll move it into the Shaman folder.

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Move here and we need an animation blueprint.

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So we're going to right click, we're going to make a child and in Blueprint with Skeleton and we're

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going to choose SRC shaman, create child call this AVP, underscore Shaman and move this into the Shaman

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folder with our blueprint.

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Okay.

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So we have a number of things that we do when we create a new character blueprint.

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We're going to double click on it and open it up.

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And first of all, select our mesh.

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So for the skeletal mesh asset, we're going to choose Shaman.

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Now it's quite small, so we're going to want to adjust that capsule size.

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And in fact, we might just get away with taking our capsule and reducing its half height a bit and

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just bringing that shaman down.

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And I think that's going to just about do it.

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We're definitely going to want to rotate the shaman forward like so.

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And we basically have a shaman.

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So that's looking pretty good.

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Now it does have a weapon.

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We're going to select the skeletal mesh that's going to be the Shaman staff, skeletal mesh.

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And notice that it's actually right there in the center.

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So how did we get our spear to behave or for our spear goblin?

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Well, let's go take a look.

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Goblin.

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Spear.

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Let's open it up.

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Here's the viewport and we'll notice that it's just in the hand, and that's looking like it should,

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Right?

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Well, we're not doing anything in the construction script.

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So how are we attaching that weapon?

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Well, I'm going to pull up writer.

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I'm going to close all my tabs and open up my private folder character and let's just see what we're

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doing in our character base for our weapon.

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Looks like we're attaching it and we're calling setup attachment with weapon hand socket.

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So we're attaching to the mesh to that socket.

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We're going to need to make sure our shaman has that socket.

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So let's go to our shaman skeletal mesh, go to its skeleton tree and see if we can find that hand.

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And it's going to be in that left hand, it looks like.

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And here's hand L, and here's the left hand socket.

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This needs to be actually weapon hand socket.

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So let's change that to weapon hand socket and save that.

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And back in Shaman, we see that that staff is now connected to the hand socket.

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So that's how it should look.

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Okay, so that's looking great.

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We now need to set up our animation blueprint.

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So back to content blueprints, Character and Shaman.

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Let's go to App Shaman and make sure we have this all set up.

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Now, if we go to asset override and extend everything, we need a blend space player.

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We don't have one, so we're going to create one.

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We see that we have Shaman Idle and Walk.

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I'm going to double click on Shaman Idle and browse to that asset so we can make our blend space.

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I'm going to go ahead and make it here.

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By the way, this is what the idle looks like and the walk is this kind of shuffling walk here.

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So we're going to have a slow moving old goblin shaman.

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Let's go ahead and make that blend space.

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So we'll right click, go to animation and blend space and select our shaman skeleton.

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We're going to call this BS, underscore for Idle Walk.

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We're going to open that up.

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And here in Idle Walk, we're going to bring in our idle animation.

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I'm going to hold shift so it snaps to the beginning and we're not going to move that fast.

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So I think I'm going to take my horizontal axis, which I'm going to name speed.

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I'm going to put that maximum axis value at something low, perhaps 75 ish.

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We might change it, but we're going to put that to 75 and stick the walk right there at the end of

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it.

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And we can see that walk.

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And just like we did with our other blend spaces, I'm going to take my weight speed and set that to

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a value of four and we'll tweak that if we need to.

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But now we have our idle walk blend space.

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We can come back into our Shaman animation blueprint, select it and hit compile and we see that our

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shaman is idling.

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And if we go back to our shaman, we can select our mesh and choose an anim class choosing a shaman.

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And our shaman is idling here as well.

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So that's going to be our basic setup.

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It looks like everything's looking pretty good.

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We have a number of things to take care of in relation to combat, but as far as our Shaman class,

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we have it all set up.

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Now, speaking of class, if I go to Bpy Shaman self and I search for character class defaults.

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We have this character class.

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We want our character class for the shaman, not set to warrior but elementalist.

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And that way our shaman is going to be initialized using the attribute values and the gameplay abilities

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appropriate for the Elementalist enemy type.

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And that's something we set in one of our data assets, isn't it?

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So now that we have a goblin shaman, it's time to go through all the steps to make this shaman work

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for our game.

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And that's going to be what this section is all about.

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So excellent job.

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We now have a goblin shaman.

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I'm going to save all, and I'll see you in the next video.
