WEBVTT

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Welcome back.

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Now we're adding to some values and we have placeholder functions for others.

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We actually are adding to the player level.

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We're just not adding to attribute points and spell points.

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We can see that in our character where we implemented these interface functions.

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Add to player level actually calls, add to level on the player state attribute points and spell points

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have to do's.

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Now in the player state, since we have this level variable and it's replicated with a rep notify.

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We know that when we set this on the server it will be replicated and if we take a look at the CPP file,

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when we add to the level we're broadcasting a delegate, we're broadcasting the level with on level

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change delegate and in the rep notify we're broadcasting it there as well.

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And this delegate is designed for our widget controller to respond to it.

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So if we go to UI, widget controller and overlay widget controller, I'm going to go in the private

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folder.

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Actually we can see where we're binding to our delegates and so far we're only binding to on exp change.

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We're not binding to on level changed yet.

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So that's something that we'll have to take care of.

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Now what do we want to do when our level changes?

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Well, I'd simply like to pass that on up to a widget.

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Now, we haven't created that widget yet, but we'd like to pass that on up by broadcasting a value.

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Now, overlay Widget controller has a number of delegates for broadcasting things.

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One is for when an attribute changes.

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We're reusing that for our exp bar we have on exp percent change delegate.

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Now I'd like a delegate to broadcast when our level changes as well.

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In fact, we'd like a delegate to broadcast when any integer value changes.

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That's our level, our attribute points, our spell points and so on.

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Now we could just keep reusing on attribute change signature, but really these are not attributes.

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Even our exp percent is not an attribute.

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Now I'm okay with just reusing this delegate for on exp percent change because the percent for the exp

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is a float.

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It's a ratio, but for attribute points, spell points and level.

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I'd like to broadcast an integer and I'd like a delegate designed to broadcast that.

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So I'm going to declare a dynamic multicast delegate one param, but this one is going to be for player

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stats rather than attributes.

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So I'm going to call this F on player stat changed signature and this is going to use an int 32 instead

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of a float and we'll make an on player stat changed delegate.

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So we'll use on player stat change signature and this one will be for player level so we'll say on player

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level changed delegate.

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We can give it blueprint assignable category gas and instead of XP, we'll say level and we'll broadcast

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this in response to the player level changing.

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So in bind callbacks to dependencies, we can bind and really I can just create a lambda for this so

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I can take my aura player state access on level change delegate and call add lambda.

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So for add lambda, I'm going to give myself some room here and as I always do when I make a lambda,

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I make the square brackets, the parentheses and the function body and then give the function body its

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own room.

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And all I want to do is broadcast my new on player level changed delegate.

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So I'm going to broadcast that here.

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Now we need to broadcast a value right and on level change, delegate on the player state.

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If we look at that, it's an on player state changed and if we look at that delegate it broadcasts it

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in 32.

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So to bind to this we need a callback that takes an int 32.

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So our lambda should take an int 32 called new level.

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And of course we're using on player level change delegate, which means we must capture this and we're

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going to broadcast new level.

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And now we can receive that in any of our widgets.

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So the last step is to create a widget that can receive this delegate broadcast.

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And we're going to do that now.

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I'm going to go ahead and run in debug mode.

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So we need a widget to show our level.

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Now if we go into blueprints ui spell globes.

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The spell globe would be kind of nice.

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It'd be great if we had something like this that just shows our player level.

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But the spell globe is kind of specific to spells.

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It receives ability info with this delegate, so it kind of has all this other stuff that we don't need.

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It waits for cooldown, changes.

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It's kind of overkill.

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But other than that, it's almost exactly what we want.

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So I'm going to go ahead and copy this now.

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I could go and make a parent widget blueprint that contains, say, the ring and the glass and then

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repair and spell globe.

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I'm not going to bother with any of that.

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This is just going to be a separate blueprint.

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So I'm going to duplicate it and call this one WB underscore value globe because I'd like this to just

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have a value.

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So I'm going to close spell globe and open value globe and this is going to be the same only it's going

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to have a lot less stuff in it.

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It's going to use the overlay widget controller.

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Yes.

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So we do want that part.

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But instead of binding to the ability info delegate, we're not going to do that at all.

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So I'm going to remove that whole part there.

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Instead, we're going to bind to a different delegate.

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We're going to bind to on player level change delegate, and we'll do that soon.

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But first, let's clean up this widget and take everything out that we don't need.

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Now, for one, we don't need a spell icon, so I'm going to delete that.

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I do want the glass.

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I do want the ring and I do want the text for the cooldown.

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In fact, I want my text to have its render opacity set to one so I can see it.

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So I'm going to set that to one and I'm going to go into the graph and make sure we're not hiding that

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cooldown text.

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I'm going to delete the call to that.

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We're also calling Clear Globe, which is setting the image spell icon a variable that no longer exists

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and setting the image background to the transparent brush.

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We don't even need to call Clear Globe, do we?

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We also don't need to update the spell icon brush because we don't have a spell icon anymore, so I'm

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going to delete that.

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In fact, I'll delete that whole function.

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Update spell icon brush.

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We can keep update globe padding, although I should check to make sure we're not using something that

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doesn't exist anymore.

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That's that spell icon.

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We can remove that, but we're setting the glass and the image background padding so we can keep that.

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We're updating the ring brush.

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That looks good and we're updating the box size.

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We want to keep that as well.

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So we're keeping everything else.

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Now over here in our functions.

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Let's see if there's anything we don't need.

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We do need update box size ring brush glow padding set background tint could be useful as we may choose

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to give this a background and set it to a dark tint.

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Clear Globe is just setting the background to a clear, transparent brush.

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I don't really see a need to delete that.

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We have set icon in background which sets the brush for the icon.

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We really don't care about that and we can set the image background if we want to.

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So I'm going to remove these for the image spell icon.

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And we'll just call set brush here.

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We don't need icon brush.

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No worries.

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We won't use that.

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We don't need receive ability info.

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That's a function that we're not going to use.

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And it also uses an input tag and a cooldown tag.

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Things we don't need.

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So I'm going to delete input tag.

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Yes, I know it's in use.

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I do really want to delete it.

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I'm going to check.

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Don't show this again and click.

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Yes, I'm going to delete cooldown, tag time remaining cooldown int timer frequency cooldown, timer

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handle wait cooldown change and I can delete receive ability info.

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We can just delete that whole function and I'm going to go back and rename the text from text cooldown

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to text value.

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All right.

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So we're gutting out this whole thing almost and we can set the default value for this text to one and

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see what it looks like with that value.

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And in fact, I'm going to make its size bigger.

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We'll try 36.

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We'll see a two digit value in here, too, and make sure that's not too big.

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That looks good.

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And I'd like my background to have an image and we're updating our background.

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We're actually not anymore, but we have a function called set icon and background.

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I'm actually going to change this to simply.

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Update background.

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And remove the icon brush as an input.

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And now we just have something that sets the background brush, and we'll call that an event construct

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as well.

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So we'll have update background here.

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And this actually should just use a variable in our globe properties for the background.

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We don't need spell icon brush anymore, but we can rename this spell icon brush variable to background

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brush.

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And we can use that.

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But no need for this to actually be an input parameter.

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We can just use background brush directly in this.

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And remove that input parameter as well.

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Okay.

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And now we're updating the background.

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So if we change the background brush, then we should see it in our designer tab.

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Now if I type globe.

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And I select em Flowing globe, for example.

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We'll see that here.

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But I'd rather use something a little bit less colorful, like, am I locked?

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BG I'm going to set that.

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So for background brush, I'm going to select it and set it to my locked BG.

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And now we see what it looks like.

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But I'd also like this to be a little bit darker, too.

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So I'm going to set the tent and that's why I kept that function set background tint.

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I'm going to set that here in event pre construct and just set it to 0.1 and see what that looks like

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compiling.

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That looks pretty cool.

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Alternatively, I may want it a little bit darker.

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0.01.

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Let's see what that looks like.

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Almost black.

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So we can play with the tent here, but alternatively, we can also change this.

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Am I locked BG now?

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Am I locked?

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BG.

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Is made for a specific purpose.

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It's going to be used for locked spells in our spell menu once we create that.

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So I can just duplicate this.

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And call this one my level.

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BG And we'll use this one instead if we want to change it.

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So changing this to my level.

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BG Now I can change level.

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BG without changing the other one locked.

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BG So I'm not going to set the background tint.

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Instead, I'm going to play around with the material instance.

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And I need to make sure my background brush is set to the correct one.

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Not in my locked BG, but am I level BG?

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So compiling, making sure the image background has my level bg.

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Now I can mess with my level.

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BG.

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Now we have a cloud darkness.

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We can adjust that.

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If we make it lower, then the clouds get brighter.

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If we make it higher, then we get sort of a little bit more washed out.

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We also have a negative color that we can darken a bit.

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And of course our color is white, but we can make the color itself darker so we can play with these

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parameters a bit until we have something that's looking a little bit darker.

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We also have a perimeter shadow.

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We can make that darker as well.

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And then our speed, the speed at which these noise textures are panning, we can lower that to make

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it look a little bit less turbulent.

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And when we play with the darkness and make it contrasted more, sometimes it looks better with a lower

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speed.

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So negative color is pretty dark.

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Color itself is going to be pretty dark and my perimeter shadow is pretty high.

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So I'm going to save that and see what it looks like here.

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And I think that's looking pretty good.

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So tweak that to your heart's content.

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I might actually raise the color and up that perimeter shadow even more.

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I think I like how this looks.

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And you don't have to make that color completely desaturated either.

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You know, it could be red, although red kind of looks like our health globe.

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It could be purple.

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It could be a color that you haven't used.

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Green kind of looks good.

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Maybe we'll experiment as we go, but now we have something that can represent our level.

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I'm going to make this a darker green, actually.

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But anyways, enough tweaking.

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For now.

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We have something that can represent our level.

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It looks cool.

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We need it to respond to the delegate we created and our broadcasting.

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It's called on player level change Delegate.

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We're going to subscribe to that Delegate So let's get our BP overlay widget controller.

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Type in on player level changed delegate.

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Hook that up to our sequence and take our new value and we're going to set our text value here.

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So taking text value calling.

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Set text.

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That function.

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And for our level, we can take new value, plug it in.

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We're converting from text to integer.

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Compile that and save.

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And we have a widget.

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Now we just need to add this to our overlay so we can go to content blueprints, UI overlay, WP overlay,

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and we can drag one of these in somewhere.

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So I'm going to search for WP Value Globe.

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We'll drag one in.

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We're going to rename this to Value Globe Underscore level.

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And we'll just have it up here for now.

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And we need to set its widget controller, so we'll do that right after setting our other widget controllers

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here.

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So let's get our value globe.

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I did not check his variable.

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So now after doing that, we can bring it in.

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We can call set widget controller.

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And we can pass in our widget controller.

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So that it's widget controller will be set.

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And compiling and saving will save all.

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Press play.

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And we see our level there.

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Now we need to test out when our level changes, of course, because right now we're just seeing its

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default value and we could easily make ourselves level up quite quickly by changing the amount of experience

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that one of our level one warriors gives us.

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So we can go into ability system data and go to Exp, reward Warrior and choose level one that key and

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change this to a higher value like 150.

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Now we only have to kill two of these things to level up.

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So let's see what happens if we do.

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Pressing play will kill one of them.

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And we have half of our XP bar filled up.

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Let's kill one more.

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And look at that.

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Our level went up to two.

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Now that's the only thing that happened.

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Usually a lot more dramatic effects happen and we'll make all those happen.

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But at least we know that our level is updating in the HUD and that looks great.

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Now, usually we see a little something more than just a value like a number there.

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There's usually something else in the overlay, like the picture, like a portrait of our character,

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something like that.

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So before wrapping up the video, I'd like to create another widget.

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Not functional.

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Doesn't listen for any broadcasts, just something that's a nice framed picture of aura like a screenshot.

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Now if we click on all and filter by texture, we'll see.

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Right up here at the top we have Aura render.

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I can double click on it and here we have a nice portrait of aura.

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I'd like to use this and perhaps even frame it.

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Maybe even get a globe with a ring and a glass with her picture behind it.

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I think that would look really nice.

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So I'm going to go ahead and create another widget using Aura Render so I can remove that texture filter

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and go to Blueprints UI.

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And I'm just going to go into progress bar and get my Globe progress bar and steal that.

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I'm going to duplicate it and call this one BP picture frame.

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That's all it's going to be is a picture frame.

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It's actually not going to be a progress bar.

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So I can drag it out of the progress bar and I'll just put it straight into overlay the overlay folder

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move here and here in overlay, I'll just drag it into sub widget and move their.

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So we can start gutting out what we don't need here.

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I'm going to go into the graph and first of all, we don't need globe percent set.

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I'm going to delete that.

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We don't need event tech.

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We don't need to interpolate anything.

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We don't need to update the ghost globe brush.

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We'll keep the glass padding.

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We'll keep the glass brush.

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We don't need to update the globe padding or the globe brush.

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We'll keep the background brush and the box size.

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Everything else is unnecessary.

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So over here in the functions, we'll see what we'll keep.

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Update Box size.

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Now, background brush.

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That's something we're using, right?

19:52.160 --> 19:54.590
That's our image background.

19:54.710 --> 19:56.240
So we'll keep that.

19:57.140 --> 20:00.290
We don't need update, glow brush or glow padding.

20:00.290 --> 20:02.780
We'll keep glass, brush and glass padding.

20:02.780 --> 20:05.300
We don't need to set progress bar percent.

20:05.330 --> 20:09.470
We don't need to update the ghost glow brush or set the Ghost Progress bar.

20:09.470 --> 20:12.380
Percent Now we see that it's in use.

20:12.410 --> 20:14.450
Let's see where it is in use.

20:14.450 --> 20:17.750
If we hit compile, we can click on this link.

20:17.750 --> 20:20.900
Here we see that it's in Interp Ghost Globe.

20:20.900 --> 20:23.510
We can just remove that function too.

20:23.630 --> 20:26.990
And now we've gutted out everything we don't need.

20:27.110 --> 20:32.990
We can come back to the designer and I typically save all before deleting these.

20:32.990 --> 20:37.010
Sometimes they can cause a crash, but I'm going to delete those progress bars.

20:37.010 --> 20:42.890
And we have this now we want a picture, so I'm going to drag in an image.

20:44.630 --> 20:48.470
Right here and it can go beneath the glass.

20:48.590 --> 20:52.520
And this image I'm going to call image underscore picture.

20:54.670 --> 20:59.440
I'm going to set it to fill and I'm going to browse to Ora Render.

21:00.540 --> 21:02.430
And set that for the picture.

21:03.440 --> 21:04.910
And that looks pretty nice.

21:05.240 --> 21:11.810
It's too bad the background on this picture isn't transparent because then we could use a flowing material

21:11.810 --> 21:14.020
for that too, and that would look kind of cool.

21:14.030 --> 21:16.520
But we have this nice picture.

21:16.550 --> 21:19.670
Now we can use this in our overlay.

21:19.700 --> 21:26.360
I'd like to just save this and go into our WP overlay and find our picture.

21:27.590 --> 21:28.290
WPP.

21:28.340 --> 21:29.300
Picture frame.

21:29.630 --> 21:33.560
Now, I'd like to align both of these, so I'm going to select this one.

21:33.560 --> 21:36.620
It's anchored to the top left, and so is this.

21:36.620 --> 21:43.640
So I'm going to take this one and take its position X, copy it, take my picture, paste its position

21:43.640 --> 21:44.570
X in.

21:44.990 --> 21:50.870
And unfortunately, that means that their left sides are aligned, of course.

21:51.020 --> 21:58.310
So what I'm actually going to do is set my picture frame almost all the way to the left will make it

21:58.790 --> 22:02.990
ten, and my size X is to 50.

22:03.020 --> 22:05.270
Half of that is 125.

22:05.300 --> 22:07.820
Add ten to that, we have 135.

22:07.850 --> 22:12.050
That's where I want this one to be, minus half of its size.

22:12.050 --> 22:19.700
So if I take position X and put it to 135 and then take its size x, which is 100 and subtract 50 from

22:19.730 --> 22:23.570
that one, 35 -50, that's 85.

22:23.570 --> 22:26.570
So if I put in 85 now I know they're aligned.

22:27.520 --> 22:37.300
Now I can take this one my picture frame and bring it up to the corner and take my value globe and bring

22:37.300 --> 22:38.400
it down.

22:38.410 --> 22:45.130
And actually, I'm going to put the picture frame behind it so that I can take my value globe and put

22:45.130 --> 22:47.200
it in front like this.

22:48.240 --> 22:50.310
That might look pretty nice.

22:50.730 --> 22:53.190
Let's see how it looks in the viewport.

22:54.580 --> 22:55.900
Yeah, I like that.

22:55.900 --> 22:57.260
I think that looks nice.

22:57.280 --> 23:01.960
We could put it up more and to the right a little bit, but we can move them together now.

23:03.310 --> 23:06.910
So selecting them both, I can just click and drag.

23:10.300 --> 23:11.640
And that looks pretty good.

23:11.650 --> 23:12.820
I'm going to save all.

23:15.360 --> 23:16.830
Yeah, that looks great.

23:16.830 --> 23:18.870
Actually, I'm very happy with that.

23:19.050 --> 23:22.560
We may have it brought in a little, but let's see how it looks.

23:22.560 --> 23:23.300
Full screen.

23:23.340 --> 23:27.330
F11 will full screen it actually like that.

23:27.330 --> 23:28.650
I think it looks great.

23:28.740 --> 23:30.030
We can open the menu.

23:30.030 --> 23:32.430
The menu covers it almost completely.

23:33.320 --> 23:34.550
I think it looks great.

23:34.820 --> 23:38.090
And if we level up, we can see it go up to two.

23:38.330 --> 23:41.690
Let's kill a couple of these things before I die.

23:45.470 --> 23:47.960
There and it goes up to level two and it looks great.

23:48.290 --> 23:49.070
I like it.

23:49.070 --> 23:50.060
I like it a lot.

23:50.060 --> 23:53.360
So I'm going to go ahead and wrap it up here.

23:53.360 --> 23:56.090
We may just tweak one last little thing.

23:57.940 --> 24:02.560
My value globe can have probably a bigger text size.

24:02.920 --> 24:07.630
I might go up to 40, perhaps even oh, maybe 46.

24:08.080 --> 24:09.970
And we can even have.

24:12.280 --> 24:14.350
More of a yellowish color.

24:15.850 --> 24:18.760
But this is all just tweaking at this point.

24:19.880 --> 24:22.250
I think things are looking quite nice.

24:26.560 --> 24:28.120
I'm very happy with that.

24:28.780 --> 24:30.790
I might change the outline size to two.

24:31.740 --> 24:32.190
All right.

24:32.190 --> 24:32.880
Excellent job.

24:32.880 --> 24:36.750
And with that, we'll wrap this up and I'll see you in the next video.
