WEBVTT

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Welcome back.

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So we now have the capability to place a magic circle.

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And we're going to be using our Magic circle class which has the decal.

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And we've seen that if we just drag one of these in that we get a nice decal on the floor.

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And when we call our interface function to show it.

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We can show that decal.

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Now, our next step for this ability is to actually create the ability.

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So I'm going to go ahead and close all my tabs.

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And I'm going to make a new gameplay ability.

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Now we have aura abilities arcane and Arcane shards where the BP magic circle resides.

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Now this doesn't have to be here.

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It could be in the blueprints folder, but for now, I'll keep it here and we're going to make our new

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Gameplay Ability Blueprint class.

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So I'm going to make this based on Aura damage gameplay ability, because I'd like it to be capable

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of causing damage.

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So I'm going to select that class and call this gar underscore Arcane shards.

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So right away, as soon as we create an offensive spell, there are a number of steps that we can take

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to make sure that this spell works.

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With our system that we have in place, we can set up the ability info, we can create an icon for it,

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set all of that stuff, and choose where in our spell menu it should go.

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By the way, as I press play, I notice I keep having to drag my outliner to the side to hit that spells

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button, and I think I'm going to reset its anchoring before we continue just for ease of use.

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So I'm going to go to my overlay folder into Wbbp overlay and select that spells button.

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It's anchored to the top left.

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I think I'm going to anchor it to the bottom right.

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And that way if I press play, no matter where it is, it'll always be right there.

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And as long as it's in front, I can still click it.

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I'd like the.

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Health.

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Man has spells to be behind it.

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So I think if I take my attribute menu button and drag it in front of health mana spells, then no matter

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how small my window is, at least I'll see those spells on top.

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And if they're anchored to the edges, then I'll be able to click on them.

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So I'm going to anchor attributes to the bottom left and spells to the bottom right like that.

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So now if I press play I have my spells button here, even if I have a really small window.

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And I'll go ahead and make attributes and spells both in front of the XP bar as well.

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So I'm going to take attribute menu button and drag it just under XP bar like that.

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So now I can use those even when testing.

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So that's going to make things easier for me.

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Okay.

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So I'm going to close the overlay and go back into.

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Blueprint's ability system, aura abilities, arcane Arcane shards, and I'm going to open Arcane Shards.

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And the first thing I'm going to do for Arcane shards is I want to set its ability tag.

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Now in my abilities, I don't even have any ability tags for arcane abilities, so I'm going to need

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a gameplay tag for Arcane Shards.

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So for that reason, I'm going to close out of the editor.

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I'm going to save all my progress, and I'll go ahead and just close all my tabs, and I'm going to

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find aura gameplay tags and make a new ability tag.

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So I have fire Firebolt and Lightning Electrocute.

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I'm going to make a new tag and this can be abilities.

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Underscore arcane.

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Underscore arcane shards.

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And we can define this.

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I'm going to go into the cpp file and I'm just going to find Firebolt.

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And just under Firebolt and electrocute.

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I'm going to put my arcane and.

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Just to make this easier, I'm going to say offensive spells here and we'll go ahead and copy electrocute.

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And we're going to paste it and we're going to have arcane shards here.

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So I'm going to use arcane arcane shards.

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The tag will be abilities Dot arcane Dot arcane shards.

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And we're going to say Arcane Shards, ability tag.

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And we have the tag and that's it.

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We can compile and get back into the Unreal Editor.

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Okay, so we'll get that arcane shards back open, and now we can set its ability tag to abilities arcane

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arcane shards.

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And now it can be incorporated in with our system.

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Now, until we get into actually creating the ability, I'm going to hold off on setting all of its

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parameters except perhaps for its damage effect class.

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We know that that's going to be GE damage, as that will be the effect we use for all of these offensive

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spells and perhaps our damage type we could set that to because we have damage arcane.

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We could set that as well.

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But I'm going to hold off on creating a curve in our damage curve table and setting these parameters,

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because there's a few steps that we should do before all of that.

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We need to make sure that we have arcane shards in our ability info data asset.

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So I'm going to go to blueprints ability system data and open data Ability info.

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Now I'm going to go ahead and add one element to this array and set its ability tag to abilities arcane

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arcane shards and set its ability type.

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We know that it's an offensive ability and we can set its icon.

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Now I'm going to search for arcane and we have arcane shards and arcane shards two.

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Now I'm going to select Arcane Shards two, but I'm going to go to it and we have all of these, and

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you can double click them to see what they look like.

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And here's what Arcane Shards looks like.

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And this is what I'm going to use for this ability.

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So Arcane Shards two can be the texture that we have set here.

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Now, for the background material, I'm going to first of all type in flow and get one of my flowing

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globe materials.

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But I'm going to browse to it and choose Arcane Skill.

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And here's what it looks like.

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You can always change it.

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The cloud darkness is a negative value, and if you bring it into the positive value, it'll have more

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of a dark cloud, which I think looks pretty nice.

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So if you want change that around and change the perimeter shadow, if you want a darker shadow or a

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brighter one.

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And once you're happy with how that looks.

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Of course we'll tweak later.

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I'm almost certain of it, but once you're happy with that, you can have it selected and go back to

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the data asset and set that there.

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And I'm going to set the level requirement to two and the ability to GA underscore arcane shards.

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And with that we have our ability info.

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And now our arcane shards is part of our system.

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And our data driven system is going to be able to retrieve that data once we need it.

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Now, as we've seen, that's not the only step, right?

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We can't just press play and open our spells menu.

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We can't just, you know, level up.

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And expect.

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To see its icon here.

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If that's where we want it.

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We can't see it here because we didn't go into the spell tree and assign that ability tag to this particular

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slot.

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So that would be the next step.

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And that's what I'm going to do now.

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I'm going to go to UI spell menu and open my offensive spell tree and select this one here.

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I'd like this one to be the Arcane Shards.

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So I'm going to set its ability tag to arcane shards.

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And with that I'm going to go ahead and press play.

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I'm going to level up.

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Click on spells.

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And there's my arcane shards right there.

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And I can spend a point and it becomes purple and I can equip it, and it goes right there into my spells.

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And I do like how it looks this dark, but I think it needs to be a little bit brighter.

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Either that or my blue should be a little less bright because it looks a little bit.

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Off putting.

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So I think what I'm going to do is just make a couple tweaks before wrapping up this video.

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But other than that, we have an arcane shards and things are looking good.

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So let's make a couple tweaks.

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I'm going to close ability info.

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I'm going to close Arcane Shards.

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I'm going to take my arcane Skill BG, and I'm going to browse to it and also open up my my shock skill

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BG right here, and I'm done with my offensive spell tree.

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So let's do a little bit of tweaking and just make sure that things are looking the way we want them

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to.

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Cloud darkness.

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For my shock skill, BG could go down a I think a little bit.

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In fact, we might even go into the dark cloud region here and see how that looks.

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It's a little bit, I'd say too dark.

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So that might not be a wise decision.

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I might go back into how it was, but just perhaps increase that perimeter shadow a bit.

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Let's see how that looks.

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Because I do like them to glow.

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Let's see how it looks next to our arcane spell.

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It looks good next to arcane.

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I think arcane could be a little bit brighter.

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In fact, we may even have a negative cloud darkness for it, or at least not so dark.

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We might even bring the color up a little.

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And the perimeter shadow.

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And a little.

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Okay.

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That's looking pretty good.

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I hate to flip flop back and forth on this, but I do think my cloud darkness may be better as a negative

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value.

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And it might bring the color itself down a bit.

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Just so we can have some of those brighter spots.

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In the cloud.

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Let's see how that looks.

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I kind of like it a little brighter.

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I'm kind of feeling that a little bit more.

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Just trying to sort of see how these look next to each other in different combinations.

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And what I can do too is I can adjust this material instance.

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As I have my.

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Pie session going like this.

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So what I'm going to do is spend a point, equip it so I can see it in all three locations, and bring

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my arcane skill background off screen and just adjust it and see it change dynamically.

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Okay, I think I got a sweet spot here.

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And if you'd like to see my parameters, here they are.

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Cloud darkness.

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This value.

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Perimeter shadow.

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This value.

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I didn't mess with progress.

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I didn't mess with speed.

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Although we could make speed a little bit different.

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We can make speed X go in the other direction.

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We can make speed Y go in the other direction.

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We can make them slower that way.

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These don't all have the same exact clouds.

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And my color is this value.

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I dragged the value almost down to black and with a negative cloud darkness.

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It gives me a good contrast.

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And it's got some of those more burning, brighter spots there.

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And I think that looks pretty good.

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I like how this looks next to the other abilities.

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We can even move them around, see what they look like in different orders.

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Like so.

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So I think those are looking pretty good.

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And with that, we have arcane shards and we're ready to start actually developing this gameplay ability.

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So I'm going to close those material instances.

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I'm going to save all.

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And I'll see you in the next video.
