WEBVTT

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Welcome back.

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So we've created some basic placeholder abilities.

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We even have data filled out for three passive spells.

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And these are just going to sit there in ability info.

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But in order for these to work with our ability info, as we broadcast that info up to our widgets,

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our widgets need to know what to listen for.

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So we need to go into blueprints UI and enter our spell menu.

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And there are a couple things here in our spell menu.

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For one, we have our equipped spells row that needs to respond when we equip things.

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We also have our passive spell tree which needs to respond when ability info is broadcast.

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Now our passive spell tree has our spell globe buttons and these are not named at this point.

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I'd like to name these, so I'm going to rename this one to Halo of Protection.

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And I can call it button underscore halo of protection.

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And this one I can call button underscore life siphon.

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And this one I can call button underscore mana siphon.

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And we want to make sure that their ability tags are set.

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I also want to make sure that they are variables.

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So I'm going to select all three of them.

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Make sure that they're checked for is variable here, which they are.

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And we want to make sure that their ability tags are set.

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Now in event pre construct we can set these ability tags.

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I'm going to take button halo of protection.

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Call set ability tag.

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I've found that when you call set ability tag in the event graph versus selecting them and setting ability

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tags, here, you're going to run into less issues.

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Sometimes it doesn't take when you fill it out in the details panel.

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That's just my experience.

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So we're setting a button halo of protection.

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We're going to set the button for life siphon so we can set.

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Its ability tag.

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Now halo of protection needs an actual ability tag.

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So it's going to be abilities.

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Passive halo of protection.

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Life.

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Siphon gets its own ability tag, which will be.

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Passive life siphon.

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And then of course mana siphon is going to get its own tag.

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And this will be abilities passive mana siphon.

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So if things start getting a little out of whack, one of the first things to check is that all of these

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have the correct tags.

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Now that passive spell tree has its ability tags set, then it's now equipped to respond to ability

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info being broadcast.

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So with that we can go ahead and save all.

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We can press play.

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And I know that if I come over here and kill this goblin, I'm going to level up.

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And if I open up my spells menu, I see three nice new icons and I can spend points on them and equip

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them as well.

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Now if I equip this and I close it, well, how come my row down here doesn't have anything in its passive

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globes?

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Well, that's something we need to make sure works.

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So we're going to open up our equipped spells row and make sure these have not only ability tags, but

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we also want to make sure that the widget controllers are set here in Equip Spells row we have a set

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widget controllers function.

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And look at this.

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We do have our passive globes set.

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So they just need their input tags set because these are identified by input tags.

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Now it says their input tags are set here.

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But of course this is the equip spells row isn't it.

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I'm thinking of the overlay.

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Just in case I confused you.

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I actually had this widget blueprint open.

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Not this one out here.

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That one's actually in our UI overlay and in the sub widget folder.

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Here it is.

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Health mana spells.

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This one is a completely different widget.

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Now if I come into the event graph we have set globe widget controllers.

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And in here all look at this.

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There's only six of them being set.

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We need more than six to be set.

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We need those other two.

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These passive ones here these aren't even set to is variable.

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We need those to be variables so we can bring them in right here.

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Spell globe passive one and spell globe passive two.

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Those should be plugged in to set widget controller as well.

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Otherwise things aren't going to work.

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So that's important.

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And of course their input tags must be set.

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And they're not.

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So we can set those to passive one for that one and passive two for that one.

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And I know I just said that I found less problems when setting it in the event graph.

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If we see any problems, we will resort to doing that.

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But let's see how this works.

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I'm going to save all and press play.

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I'm going to go ahead and level up.

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Here we have our spells.

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I chose Halo of Protection last time.

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I'm going to choose life siphon this time.

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Spend a point, equip it, stick it right there.

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Close my menu and there it is.

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And I should be able to select it, equip and move it.

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And it moves.

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So that's looking good.

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I'm going to you know I don't have any more spell points.

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So what I think I'd like to do is start cheating by making my goblins give me a lot more XP.

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And I'm going to get the rest of these out of the way for testing purposes.

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I just want my goblin and I'm going to go into my blueprints ability system data folder, and I have

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a XP reward curve.

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I can change my warrior for its level one XP reward.

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It's 300, but I think I'd like to give myself 6000.

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I feel like I deserve a little bit more right now for all my hard work playtesting.

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So with 6000 as a reward, we expect to level up several times and get several points like three.

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So we have zero spell points.

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But if I kill this thing.

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I only got one.

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So that's an issue.

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We're going to have to take care of because I think I leveled up like three times.

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I'm level four now, so I should have at least three spell points.

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So that's something that we should fix and we'll take care of that in the next video.

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We'll make sure that we get enough spell points when we get a double and triple level up, and then

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that'll make testing things easier for us.

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So we'll do that next.

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I'll see you soon.
