WEBVTT

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Okay.

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Welcome back.

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And I have a couple new meshes here.

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Now I'm going to use this one probably at a later time I'm going to delete it.

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For now.

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We're in the dungeon three map and I have this thing here.

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Now I'd like to use this in my dungeon entrance blueprint.

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So if I go to blueprints checkpoint and open my.

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It's called a map entrance.

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Actually, I'm kind of using dungeon entrance and map entrance as interchangeable, but I'm going to

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take this checkpoint mesh and swap it out.

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I'm going to search for dungeon entrance and use dungeon entrance stair.

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Now this is quite a bigger mesh.

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Now I need to move this so that it's at the correct level relative to the capsule component.

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Now the capsule is pointed that way to the left as indicated by the arrow component.

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So I'm going to need to rotate this mesh 90 degrees.

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So I'm going to go ahead and do that.

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And then I can just position it I can move it around.

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Now if this is used as a player start and something is spawned at the location of this actor, it will

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be spawned at the location of the capsule component.

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So always keep that in mind.

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Now I'm going to go to Right View and just take note of where the capsule ends.

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It's just above this line here.

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So I can go ahead and move my mesh down to where it's at that point on that line, at least where I

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want it to be relative to the ground.

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And I'm going to turn snapping off for this and move it down slightly, but I'm going to tweak this

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once I have one in my level.

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So I'm going to bring one in.

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Now, this is designed to have two three by three grids worth of space on the floor.

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So if I go ahead and remove this, I can see I have a three by three and a three by three just missing

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from the floor.

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And I'm going to bring in my map entrance here.

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Now it's going to need to come down.

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And if I hit the end key.

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It'll snap down to the floor like this.

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According to that capsule, which is the root component for it.

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But I'm also going to need to position it.

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So I'm going to go ahead and rotate it and move it into place with snapping enabled so that it's taking

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up the correct location here.

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And just closely inspect it and make sure that we don't have any issues, like right here.

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I think I can move it down a bit more.

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And I'd like to do that.

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Undocked.

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Like.

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So now I have snapping enabled again.

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So I'm going to need to turn that off.

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So I'll just move it down to where it's basically touching the floor.

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Looking correct, and I do want to be sure that I can run down into it.

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I can, okay, so I can highlight it as well.

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Now, of course, that means it's only going to highlight according to the whole mesh.

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So that's something to be aware of.

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I'm noticing a geometric inconsistency here.

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So I'm going to just move this a little bit without snapping.

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At this point we're kind of tweaking.

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Okay.

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Just filling in those gaps.

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And it looks like I could move it over this way as well, just so we don't have too much geometry sticking

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through, and if it does end up being a problem.

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We can scale this whole mesh.

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I can select that checkpoint mesh and slightly scale it in a bit.

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And if I really wanted to do that.

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For all map entrances.

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With this mesh, I could just come into the blueprint and scale it here and that might be a better idea.

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So I'm going to scale it in slightly.

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Make sure it looks good out here.

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Save all.

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And take a look.

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So we have the outline effect.

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But of course it's outlining the whole thing, including parts of it we can't see.

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So that's something to be aware of.

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But one thing I can do is I can add some components that will add to the highlight effect.

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Now, before I go and do all that, I want to make sure that my move to component and my sphere are

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at a good location.

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So I'm going to go ahead and make sure that that's the case.

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I'm going to move them down to the bottom of the stairs.

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I'd like my character to move down into the staircase.

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Towards the bottom of it.

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So I'm going to move those all the way inside down here.

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And here in my world, I'm going to press P and take a look at the nav mesh and make sure that the nav

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mesh can get down there.

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So it's looking like it might be having some trouble.

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So what I'm going to do is go to my checkpoint mesh.

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I'm going to browse to it.

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Open it up here.

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And just take a look at its collision.

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And make sure there isn't anything blocking the way.

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It's kind of a lot of collision here.

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And there isn't really a whole lot needed as far as collision, some of this stuff can be removed.

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These collision volumes back here are completely unnecessary.

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They can be removed.

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As by the time our character gets down in here, they're auto running.

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Now, this part right here could use a little bit of help.

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I'm actually not even sure what I'm looking at.

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If I bring it up, then I can see what it is.

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I think I'm going to remove that part.

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This is a ramp.

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So I can keep that where it is.

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But I need to make sure it goes down enough.

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So to figure that out, I can make sure to delete any of these collision volumes I don't need.

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And what might be a good idea is to remove one of those ramps.

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And take the remaining one and scale it appropriately.

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So just making it longer.

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And then bringing it back down.

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And then I can bring it in.

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I can save that.

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If I bring it up, I can see.

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That it looks like my nav mesh is affected.

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By the floor.

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Look at that.

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So that tells me it's probably my bounce volume not going low enough.

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Sure enough, that was it.

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Now I do need to make sure there are no gaps here.

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So.

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This piece can go down in a little more.

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And just up a bit.

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I just want to make sure that there's something to step up onto.

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Right.

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Okay.

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And I might want my mesh moved down just a slight bit.

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So with my checkpoint mesh selected.

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We can go down just a bit.

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Making sure not to make it look bad.

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Okay, we can try to walk down that.

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Yep, looks like I'm able to walk down it just fine.

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And if I can auto run to it if I click on it.

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Then I get taken all the way down.

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And it transitioned me.

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Now that's the intro screen, because if I take a look at my destination map, I didn't set it because

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I brought in a new one.

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So I'm going to have to set the destination map.

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We can set it to dungeon two since we're in dungeon three.

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And how about dungeon two?

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Player start one.

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I don't remember if I have one with that tag, but let's just test it out.

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Yeah.

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So it looks like it took me there.

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So it's operational.

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It works.

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Now, before wrapping up, I'd like just an extra little bit of effect when I hover over, because we're

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not getting that full outline, as the mesh itself is larger than what we see here, so we can't really

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see the full extent of the outline.

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So what I'm going to do is I'm going to take my map entrance, I'm going to compile and save it and

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go ahead and create a child blueprint class based on this map entrance.

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And just call this BP underscore dungeon stair.

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And for Dungeons stare.

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I'd like a couple of point lights on here, so I'm going to add a point light.

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And the first point light I'm going to attach to my sphere.

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So it's at that location.

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If I zero out its location and I'm going to give it a nice golden color.

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Golden yellow and bring its intensity up.

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All the way.

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Now I'm going to right click on this dungeon entrance.

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And replace with my dungeon stare.

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Now I see that light.

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Now in the game.

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It's noticeable, but I could use another light as well.

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So I'm going to take.

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My sphere, select it and add another point light to it, but move this second point light.

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I'm going to move it up a bit.

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Now this one is also going to get the same color.

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And the same intensity.

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Nice and bright.

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And I'd like to show this light.

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I'd like to turn this light on when hovering over this.

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So for the dungeon stare, I'm going to take my two point lights.

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I'm going to call them point light one and point Light two.

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And I'm going to right click Type Highlight.

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And we have event highlight and event Unhighlight.

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And these are blueprint native events which means if we're going to implement them here we need to right

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click and add a call to the parent function as important things happen in the parent call.

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So we're going to go ahead and add that parent call.

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This gives us the C plus plus hovering capabilities as well.

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But now we can enable and disable these two lights.

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We can take them.

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We can set their visibility.

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When we highlight, we can set visibility to true.

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We can do this for point lights one and two.

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And for UN highlighting, we can set that visibility to false for both point lights one and two.

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And we can take their visibility.

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And set those to default false for both.

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So now we don't see anything.

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Let's save all and let's try to highlight this.

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And now we get that light when highlighting.

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And if you don't want that outline for this particular mesh, maybe you're thinking, oh, the outline

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doesn't work for this mesh doesn't look so good.

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You could skip that parent call because what is the parent call doing?

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Just to remind ourselves, let's look.

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The highlight is setting the render custom depth.

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So all we're doing there is showing the outline.

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And the map entrance is not much different right?

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It just leaves that boolean out of the equation.

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So if you wanted to, you could totally skip the parent call.

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And not get that outline and just get the point lights.

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That's totally fine if that's what you'd like instead.

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And so, you know, you're venturing through the dungeon.

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You see this, you click on it.

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All of a sudden we go down into it.

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So now that we have a dungeon entrance that lights up when we're going down it.

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That's looking great.

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And it's functional.

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It takes us to another level.

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It looks good.

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This is looking really nice.

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All right.

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Excellent.

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I'll see you in the next video.
