WEBVTT

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Welcome back.

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Let me show you something really cool.

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Let's go into assets effects combat and open up ground summon.

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Check out this.

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This is a nice little effect that I'd like to play on the ground just before summoning some creatures.

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So in this video, I'm going to go about making that happen.

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So let's go back into blueprints, ability system, enemy abilities and summon ability.

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And I'd like to do that now.

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I want to show those summon particle effects for each of my spawn locations before drawing the debug

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spheres.

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These purple magenta debug spheres are representative of spawning.

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Right?

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So before spawning, I want to show a little bit beforehand where those spawn locations are.

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This is something you see with bosses a lot where showing where those things are going to spawn in first.

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So that's what I'm going to do.

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And for that I am going to use a loop.

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I'm going to get event on and ability out of my way and we're going to take this spawn locations array.

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We're going to use a for each loop and for each of these.

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Locations.

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I want to spawn a particle effect.

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So in the loop body, we're going to spawn system at location.

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And the system.

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I'm going to search for, summon and use ground summon and the location will be at the array element

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and that's it.

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And once this is all completed, then we can move on to the actual spawning, which is what this is

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representative of.

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So this will all go in the completed and we can even do a bit of a delay before we actually do the spawning.

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So I'd like to delay by, oh, about a second and a half, maybe two seconds before actually spawning.

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So now we're going to have some foreshadowing particles that will show us exactly where those enemies

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will be spawned.

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Let's see how that looks.

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There they are.

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And then there are those spawn locations.

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Now, if you want, you can either lower that delay, maybe one second is better.

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And if you really want to also you can tweak this summon Niagara system so that it lasts longer as well.

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You can go to initialize particle and choose to have a longer lifetime.

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Lifetime min is 0.5.

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You can increase that to one increase lifetime max to 2.5.

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That will give you a longer spawn time.

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And in that case, maybe 1.5 seconds is appropriate.

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Let's see how it looks.

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And it's a little hard because, you know, we're getting that ability activated quite rapidly.

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I'm going to run away right away and just see what it looks like.

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I'm going to probably keep it how it was a minimum lifetime of 0.5 maximum.

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I think it was two seconds and I'm going to take my summon delay and put that down to about a second.

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Let's see how that looks.

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I want to see it only happen once.

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There we go.

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And I think that's pretty good.

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In fact, maybe even 0.75 seconds.

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Yeah, that looks pretty good.

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Cool.

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So now we have a bit of a foreshadowing particle effect that will show us where those spawn locations

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are before the enemies spawn in.

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And then shortly after, we're going to spawn those enemies in and spawning them will be right here.

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It'll take place of draw debug sphere.

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So that's next.

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We need a way to spawn enemies.

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Now we do have in our class defaults a minion classes array and this is an array of pawns.

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So what we can do is fill that in with the pawns that we want to spawn.

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And every time we spawn, I'd like to select from this array at random.

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So in the next video, we're going to make a nice algorithm to select one of these minion classes at

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random and spawn it in at the correct location.

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Great job.

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I'll see you soon.
