Unreal Engine 2020 Absolute Beginner Masterclass | Govand Game Studios | Skillshare

Unreal Engine 2020 Absolute Beginner Masterclass

Govand Game Studios, Mr23

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38 Lessons (8h 20m)
    • 1. Course Preview

      1:57
    • 2. 1.1 Downloading and Installing UE4

      5:22
    • 3. 1.2 Create Project and Get Familiar With Unreal Engine UI

      10:45
    • 4. 1.3 Navigation tools and Transform tool

      7:34
    • 5. 2.1 Setting up the Input System and creating a new level

      7:06
    • 6. 2.2 Creating the Ball Blueprint

      12:32
    • 7. 2.3 Creating the Game Mode

      11:26
    • 8. 2.4 Player Start Concept

      6:57
    • 9. 2.5 Asset Migration

      4:20
    • 10. 2.6 Camera Rotation Logic

      14:12
    • 11. 2.7 Changing Ball - Camera direction

      11:54
    • 12. 2.8 Understanding Material and PBR Logic

      8:26
    • 13. 2.9 Setting up the coin system

      12:41
    • 14. 2.10 Creating the Coin System Functions

      15:25
    • 15. 2.11 Creating Health System

      13:39
    • 16. 2.12 Damage System

      18:31
    • 17. 2.13 Environment Tools Part1

      15:30
    • 18. 2.14 Environment Tools Part 2

      10:50
    • 19. 2.15 Creating The Environment

      27:49
    • 20. 2.16 Environment exercise

      5:15
    • 21. 2.17 Creating the Door Blueprint

      21:07
    • 22. 2.18 Adding Sound to the Game

      18:25
    • 23. 2.19 Creating Jump Box Blueprint

      24:49
    • 24. 2.20 Creating the Platforms Blueprint

      17:27
    • 25. 2.21 Basics of Lighting

      6:17
    • 26. 2.22 Creating the Trap Blueprint

      16:52
    • 27. 2.23 Creating Particle Systems

      20:12
    • 28. 2.24 Creating Player HUD UI

      16:37
    • 29. 2.25 Updating Coin in the UI System

      15:11
    • 30. 2.26 Updating Health Bar in the UI System

      15:59
    • 31. 2.27 Creating Player Death System

      23:02
    • 32. 2.28 Adding The Respawning System

      23:52
    • 33. 2.29 Updating Player Death with zero Health

      11:27
    • 34. 2.30 Restarting the Game

      9:42
    • 35. 2.31 Adding Checkpoints

      11:01
    • 36. 2.32 Creating Pause Menu (Part1)

      13:27
    • 37. 2.33 Creating Pause Menu (Part2)

      12:28
    • 38. 2.34 Win To Next Level

      22:45
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About This Class

Start your game developing journey with Unreal Engine.

In this course we are going to cover everything you need to know to develop your first game.

We will create a simple and fun Rolling Ball game together that will make you understand the process of game development.

Unreal Engine 4 is the best FREE game engine that is available right now, which can be used to Create Triple-A Quality games with amazing graphics, This is the game engine that is created by Epic Games and they have created the most popular game with it...... FORTNITE

This will be a series of courses that will teach you game development from an absolute beginner to a Master.. the levels are

-Absolute Beginner
-Amateur
-Intermediate
-Semi-Professional
-Professional
-Master

This course is for the Absolute Beginners and we will continue with other levels after finishing this course.

Download course files here

Transcripts

1. Course Preview: Hello, guys. Unwelcome. My name is Government, the founder of GS Game Development Studios. In this course, I'm gonna be teaching you every concept behind game development on also how to create your own game. In less than three weeks, we will work with the same game engine that is used for four months. We will not only create the game, but I will also tell you the reasons why we take certain steps on explained every step that we will take. I will not only tell you what you need to do, but I will also tell you why we need to do it on. That is the best question that makes you understand the topic. By the end of the course, you will create a perfectly working game and you learn the knowledge about blueprints, game, oats, particle systems, input systems, Carax a directions, General game development concepts on turns off more things that we will talk about in the course. After finishing the course, I'll show you how to build your game on Share it with your friends. So what are you waiting for? Create your first game with the same game engine that is used for fortnight and impress everyone around you 2. 1.1 Downloading and Installing UE4: Hello, guys. Today we're going to learn how to download epic games launcher on a real engine for So, first of all, we're going to this website a real engine dot com, Right? So after that, we want to click this sign in bottom. So now if you have an account, please fill up your information and then sign in. If not, please click the sign of button. Take your time and I will be waiting for you. So after you sign in your accounts, name will be written in here. After that, we want to go to the download section. All right, so now it says there are two types off licence for downloading a riel engine for So basically, aerial engine for is not only used for developing games, but sometimes other companies use it for something like advertising their cars and advertising their buildings on things like that. But don't worry, both of them are free. So we are going just fine. Please make sure that you click the four game developers license all right after that, opened the epic game, seen Stoller and then install the epic games lunch. All right, so when you first opened the epic games launcher. It should look something similar to this. And then you want to go to the library section. This is where it shows all the rial engine visions that you have downloaded and installed. All right, don't worry if there is nothing real downloaded now, so as you can see right now, I have a real engine. 4.24 point three. So what you want to do is to click this plus sign on. Then choose whatever vision off Ariel engine that you want to download and install and use it for this lecture on for this whole series. We're going to use a real engine 4.24 point three. So if want to get along with it, please don't load that one. You only have to click the install button in here on de everything will be set it up. All right. So until a rial engine will beings told, let's talk about epic games launcher on what are these all types used for? All right, so in this fair stop, we can see all the news and the new features that are upcoming for the new Auriol engine versions, right? And then in the learned top. There are a lot off pre made projects on learning resources for you in order to learn the new features off Rheal engine, for example, learning the sequencer on learning the virtual studio and things like that. After that, we have the marketplace. So basically, the marketplace is where you can find a lot of assets in order to use them in your games or right. But some of them are free. Some of them are not. Maybe some of them are more than $200 lots off, you know, cool stuff are for free. So what's cool about the marketplace is that every month some of the assets will be made free, that you can use it in your games without paying anything. All right, so you want to download them every month because you might need them. For example, there are, you know, these noise. Nature packs some trees and some, you know, grasses and landscape packs and a notion or things like that. Everything, Please, every month. Don't let them. You'll need them later. All right? You might need them. I don't know, but if you need them is for free. So go ahead and download it. All right. And after that, we have got the library top library, top hair shows every engine version that you have. No, I only have one injured version, but I can tell Lord one, as you did on Dhere. It shows all the projects that you have currently made with a real engine on after that is the vault. So what is the fault? For example, if I go to the market place on, then, you know, buy something or don't know something for free. When I don't load it, the package will come to here to devote. Okay, so everything that you have paid for or installed for free will be found in here in the vault. Okay. Okay. Andi, don't worry about the two emotion tab. It's something sometimes a riel engine, you know, show some features off the its engine and right now is showing to emotion. Maybe when you're watching these videos, it's something else. So don't worry about it. It's nothing that important for us. So, guys, this is all about the epic games launcher. Andi, Thanks for listening. Please go ahead on download the aerial engine. And after that, please come to the next video on income Way to create games with you. See you later. 3. 1.2 Create Project and Get Familiar With Unreal Engine UI: Hello, guys are welcome. Today we're going to learn how to create a new project on getting familiar with the unreal engine. You I So first of all, you wanna, you know, click. The lunch wasn't in here or we might want to go to the library section and hit the lunch Martin in hair. And then after that, let's wait for a couple of seconds till it loads up. All right? Here it shows all the projects that you have made earlier. So right now we want to go to the new project categories on. Look at that. We have got games, film architectures, automotive and things like that. So please click the game section game category on click. Next on for this project, we wanna use the blank one. These are pre made things that you can use them and, you know, to get familiar with the engine, you can try them out and see what the engine can do. So hit the blank on click next. After that, we want to choose. This is Blueprint. It's all right. Maximum quality. Andre Tracing is disabled. That's perfect. You want to use the destino by counsel and then the started content. Please make sure that you select with starter content because there are things that we might need them later. Right after that, please select a location for your project. I'm gonna put it here is just fine. And the project name should be rolling. Go. All right. And then he creates project bottom, so wait till it's loads up. All right. So because we selected there with starter content, it's not gonna, you know, put us into a blank project. It has made just a nice scene that it has some chairs and, you know, a ground Kate. We can hits. Play ons look around. So that's cool on him. They escaped water, too. Get out of the play more. All right, so let's talk about the unreal edge. New I. So don't be scared. It's really easy. It's very simple and so user friendly. So on the left side, we have the moat stop. What? The most stop is the most up contains. Ah, lot off pre made, you know, basic things that can be used in a game. All right, So, for example, every game has a point light in it. Maybe not every game, but lots of games have IEDs in them on, you know, spotlights. We can place them around. We can use them like a basic geometry basic, like a clone on the Cube. These are just simple things that we can use them on its contents a lot off, you know, cool stuff in here that we will use them later. All right, on after that, we've got the content browser down here. So what? The content browser is the content browser contains all the files off the game. All right, What I mean by that? Let's see. So let's open the start of content. By the way, if you did not see click this button, it will show all the full list like this. It's much cooler to, you know, get around like that. So let's open the starter content on, for example, opened their props. All right, So, for example, you created Ah, gum Right on. Do you want to place it into the game? So game engines work like that? You create guns in other places in other engines, like you create them in blender, in mire or in, you know, three D max on and you know, engines like that, and then you take them out and put them in here. So whenever you wanted to place the gun into your game, you just want to select it on, grab it into the world. All right, so that's how it works on. For example, you wanted a sound for the gun. Whenever you hit the fire button, you'll create the sound, our side off, unreal engine. And then you put it here into into the out years pile on whenever you're fired. You know, you can use the sound in here. So basically, every file off the game is in here. The textures, their shapes, the, you know, the materials, the maps, the blueprints, the audio and everything story will get used to them. All right, on after that, we've got the View port. So what is the view port? Well, the view port is your game basically your game to map that we're looking around that could that huge world all right, the view port contains all of the objects that you have put into your game. So let's see, how can you move around the view fourth. So if you right click and hold, you couldn't you know, look, Hrones and also fuel left, click and hold. You could look around as well on. If you use the scroll wheel, you can zoom in and zoom out. And if you right, click and hold and then use the w A S D keys. All right. You can move forward backwards, right and left. So, like that W s de and a all right on. Also, you can use the e key to move up on cuchi to move down. So w moves Forward s backward, dissident. Right tight on day two, the left side e to the upside on cue. Downside. All right, on def. Your camera is moving too slow. For example, if you don't want to be that slow, you couldn't always choose thes camera speed. However you like. For example, if I choose camera speeders eight. Okay, on now. Move forward. Name backwards. Look at that. It's moving so fastly that I cannot control it anymore. Okay, So if we are, you know, we got to a point, and we are so far away from, um from our world. So first of all, just let me, you know, shrink it down. Maybe like three and four are just one new three and forth There will be very good. All right. So if you are that far away from our world and we want to, you know, get back into our world and we don't know how it will be so, you know, frustrating to the w key and more forward like that. It'll be so slow. So you might just want to select something in your view board and then hit the F key to focus on that object. Look at that. It will bring the camera near to the object on, and it will get you back to your level. All right, on, the next thing we're talking about is the world outline. Er So what is world out liner? World out liner contains all of the objects that you have currently placed into your scene . So what I mean by that, for example, if I grab cylinder into my seen, it will create a cylinder for me in here. So whenever I So whenever I choose the cylinder, I can see it's right here. The skylight, the floor, the chair. So everything in the scene will be found in here all right on. Also, if we are out of focus, for example, we are in the market. We are in down here and we cannot even see over. We don't know our world and there are objects. We can also select them in here on hit the F key on it will focus back into that object on . The other thing that we have here is the details window. So what is the details? Window. The details window contains all of the details for the current selected object. So what do I mean by that? For example, if we, for example, if we got the light section and bring a light into the sea Okay, let's place it in here. All right? So we can see that the light is right now. It is not that bright, and it's white. So if we go to the details panel All right, on then, change the lights color to something like a blue. We can see that it will. The light will change immediately and, you know, bring up its intensity. Look at that. So that's it. The details panel contains all of the details for the current selected object. So that object hasn't got an intensity, obviously, because it's not a light. Well, all right, Andi, don't worry about this whole. You know, there are lots of details in the in each object that you select. Don't worry about them. You'll get used to them. It might look a lot right now, but you'll get used to them. They're not. You know that much and you'll learn immediately. Okay, If you have a you know, an element in your scene that you want to delete them, you can just select them on. So if you want to remove that light bulb here, you wanna select it and then hit the delete key on your keyboard on into will be gone. All right, on. The last thing that I want to talk about is the transformation. What is transformation? Let's find out in the next video. So, guys, it was a great pleasure to learn with you on, as always see in the next video 4. 1.3 Navigation tools and Transform tool: Welcome back, guys. So let's start from Marie left off in the last video and talk about the translation toe. So if you want to move an object around our scene, we can see these gizmos. So these are called kiss most. All right on. We can use them to move the objects around oversee. Right now, it's selected the transform toe with the transform tool. We can move the objects around our scene. All right. And remember, red shows the X axis on green shows the Y axis that shows the ah, sorry. Blue shows thes their axes. All right, so with the transform tool, we can move the objects around our scene. And next we have the rotation tour. Right? I know we had the translate to transform to a translator. Right. Next, we have the rotation toe, but the rotation tool does. With the rotation tool, we can rotate the object around itself under around the world. All right, so we can rotate around this axis The Y axis on, also around the x axis. Okay. On another thing, let me reset that to default and bring it up to hear again on another thing that we have is the scale scale, toe alright. What skeletal is used for. You can skill the objects up and down like you can make them bigger on to, you know, more huge so we can shrink them down on the side. Axes on the X axis on on the why access as well on if we wanted to. If you wanted Teoh, we can select the middle one between all of them. So this for the X. Why? On gazette? But the middle one is for used for all of them at the same time. So it will look at that. It will grow in all of the sizes at the same time. All right, so working with these tools is, you know, really useful, Aunt. You'll need them all of the time. So you wanna learn the shortcuts for the east? Also because it might be a little bit frustrating. So every time that you wanna, you know, rotate something, you you have to get here and then rotated and then get here, scale it and then get him. No. So we want to learn the shortcuts off these tools. So w is used for translation tool, right? Andi after that. E is used for the rotation tool on, then are is used for the scale tour right there, all next to each other. Look at that. W E guns are right. E for rotation. W for translation on our for scale Mars, if you cannot, you know, remember them. You can just use their space bar so the spirits bar just struggles between them. If we are in the translates, Mort, if we hit this space bar, it will go to the rotation mode after that space bar again to the scale modes again. Space bar, space bar space, Barstow. It totals around them between them. All right. All right, guys, another thing that I want to talk about before I totally wrap up this video is Thedc s form Options in the detail section. All right, so transform is a really powerful object off the off all off game INGE's. So let's see what it does. All right, so in the transform, we have three main things which are the location, rotation on scale. So for every object in the scene, right, we have that location rotation on the scale. So let's see what this does All right. So if I rides on the location, right, this zero, zero and zero, All right, what it does it will bring it down to the center off the scene. So you see this whole mop? How can replace an object at a certain location? So we need a system that tells us on which object is in which plays? Let's see. So let me, first of all, reset the rotation on the scale and then reset everything. So, for example, if I move this up in the Z axis, remember the blue line? The Blue arrow says that it's the Texas. If I bring it up and down, the zero axis will change. The others want on. Same for the y axis. And same for the zero axis. All right, they will tell you what an object ISS. So this coordinates will tell you where the object is according to the world. All right, On after that, we have the rotation. The rotation is straightforward as well on. So if you rotate something in these their axes, the numbers here will change on also, if we skill something up, let me skill this up. You see, it will be skilled up in all of the directions in here, it will be updated on. If we click these yellow arrows, it will reset that thing into the default value. So the default value for location is 000 on for the rotation as well. 000 on for the scale. It's 111 All right. The default value of scale is 111 So if we A reset them to the default values and then bring that one up. You see, we have a little you know, look, Botton in here. So let's see what this looked. Button. Thus right now, if I want to skillet on Lee with their only with the x axis, I can, you know, type it like 1.5. But I if I want to, you know, skillet up in all of the directions. Want to 1.5? I must type 1.5 in all off it. 1.51 point 51.5. All right. And then, if I want to shrink them down to one, I'm astride 111 But if I select that look button in here and then type, for example for it will change the whole values to four. All of them together. So let's reset them back to their, you know, default location on Bring it up to make it a little bit myself. So, guys, this was all about the aerial engineer. I I hope you got familiar with the your eye. And I learned something new today. Andi, as always. See you in the next video we'll buy. 5. 2.1 Setting up the Input System and creating a new level : Hello, guys. On. Welcome. So today we're going to start developing your fair skin, so let's start. All right, so, first of all, we don't want that default seem to be here. We want to start in. Ah, new level that recreated. Right. So, um, go to the content folder in here. Andi creates a new folder, if you don't know how. Just right. Click in here on create a new folder. All right, let's name the folder. Roll Ball. All right. Why did we do that? Because we have that started content. We don't want to miss them together, right? We just want to create our own folder for our own game. All right? We might use the things in here, but we won't folder for our objects to be in a different, you know, in a different place. All right, Onda. After that's let's create another folder in the robo folder. So and name it. Levels arise. Okay? Aren't open the levels full death then. So in here in the levels folder, we can right click on create a Level, or alternatively, we can go to the file in here. Andi hit the new level or also hit control. Plus in. All right, click the new level. Andi, what we want to use is the default one. All right, so it will give us a nice, you know, a nice look. So, before everything, let's think about what type of game do we actually want to create? So we are crazy in a game which is called Roe Bowl on the bull rolls forward backwards, onto the right on also to the left side. All right, so first of all, before doing everything, let's create our input system. All right? So that when the player hits a certain button on the keyboard, the bull will move forward or backward or any direction that we want. All right. So how we do that, you go to the edit, then it's the project settings Onda. After that, we will go to the inputs down here. All right, so we have to create new bindings for the inputs. But there are two type of bindings that we can create. All right. How do we differentiate between them? The action wrappings on the access my things, So all right, So have you seen a play station for control lately? So if you have seen it, you know, ties that there are, you know, buttons on the controller. And also there are two sticks on the controller. The left stick underwrites take. All right. The bottles are used for doing some action, like, you know, jumping or, you know, punching or, you know, firing on the things like that. But the sticks are used for movement, like moving forwards backwards, you know, on also for rotation. Right. So the buttons are, you know, only used for one action. Probably not one action, but, you know, they're used for actions, all right, Like a fire like him, you know, like a jump or something like that. But the axis are moved for you know, the things with direction, that things are related with two direction, like you can move forward backward or, you know, rotate the camera to forward or, you know, rotated backwards and things like that. So the buttons are used with the action map ings. The bottoms are action wrappings on the sticks. Arthuis access map ings. Right. This is the difference. So I think related to movement. We can say that it is access mapping. All right. And right now, we want our ball to, you know, move on. That's why we're using the access map ings. Not the action. My pink right now. All right. We might use action. My pinks later. Okay, so on the access mapping hit the plus sign on open the access mapping. All right, on. Right now, it says new access mapping. Okay, change the name. Delete it on. Call it horizontal. All right. And when you do that, click a plus on the horizontal right click a plus two times wife because we want, you know, horizontal means moving from left to right or right to left, right? If you want to move to the right side, we want to do it with the D button on the keyboard. So I'm just typing d and I'll come down to the keyboard on Click D. All right. And for the left side, we want that a button on the keyboard and I'll come down here on under the keyboard. I'll choose a All right. Okay. So the D should move. Should move to the right side. So we want a plus on the d. But the A would move to the left side. All right, the left side. Because they are, you know, they're not moving at the same direction if you want the d to be plus one. All right, but the A we wanted as negative one. Okay, so we did that for the horizontal. Let's do it for the vertical. A swell. We'll all, you know, choose the access mapping here and hit the plus sign in here and then rename that one to vertical. All right. On day after that, I'm going to choose as the vertical. I'm gonna choose w on under the keyboard. Choose W Here, Andi, click the plus sign in here on the vertical on click s All right. Because we want s for or backwards on. Make it negative, if one s well, so we created our inputs. All right, so we created our level, but we did not save it, so let's save it right now on it. Says, where do you want to save it? I'm gonna save it on the Roble levels in here, and then I'm gonna call it one. All right? It's going to create these two files. All right. On Denton. Let's go to the role bowl on. Create our character, isn't it? Let's create a horrible 6. 2.2 Creating the Ball Blueprint : All right, guys, welcome back on. Let's start creating our character. All right, let's get to the boat Roble folder and then create a new folder and call it blueprints. Open the Blueprint folder and then fried. Click. All right for writing courts in a real engine. There are two types off writing coats. All right. One of them is the standard way off writing codes with the C plus. Last class on the other way is the visual scripting way. All right, the visual script away is the U E. For way for writing courts, and it's very, very helpful. And it's called blueprints. All right, so we want to choose the blueprint class, and then this will pop up, all right. For a blueprint. There are four type off main blueprints that exist on every level. All right, so if you do not create them, a real engine for will create a default one that does nothing. All right. Okay. The 1st 1 is the actor. 2nd 1 is the pound. Third is the player controller on the last one is the game mode base. All right. These are the main ones. 123 and forth. These are the main blueprint classes that the A real engine will create by default. The others are important as well. Even if you you know, Look at here. There are a lot off type of blueprints, but we're not going to talk about them. All right? Okay. So let's see, What are these actors pone and player controlling game oats. All right, so the 1st 1 is the actor, right? The actor is any object, right? That you place it on the world on. Do you know our character can interact with it? For example, you know, a door that's can open and close can be an actor. Or, you know, a coin that can be collected by our character can be an actor or anything that our actor or our character can you know, interact with it can be off the actor based class, Right? Okay, on the 2nd 1 is the pound. So what is the pone? The poem is an actor that can be possessed and receive input from a controller. So the pound is the same as the actor, but the pound is you know, the character that we are controlling it all right? It receives our input on, you know, does the things does the, you know, calculations. All right. Okay. The other one is the player controller. The player controller, as its name says it controls the player. All right, so, you know, we created our pound in here on. Then we control it with our player controller. How does that sound? We create upon on three control. It's right in here. All right. Okay. On the other one is the game mode base. All right. You know, you have played different games like call of duty, for example, in college, Dizzy. There are single player modes, Andi, You know, multiplayer modes his own be more than etcetera. Lots of game modes. This is the game model, right? The game modes tells what's rules apply to the current level. All right, this game modes in a real engine, it works like that. Every level has a game mode, right? Every level has a game out. So if you enter that level, the game mode will show up. Or does he shop? All right. It has some rules that place on the level. All right, so it says that this level is for, you know, for Zombie Mart. This level is for multiplayer mode or this level and etcetera. You got the point. All right. So because we want to create our character or you know, our bull, right? What is the bull? The bull is a pound because we are controlling it. All right. Okay, so we will choose the poem class. Don't worry if you did not get that, you know, actor pound and play control and game more Think you'll get it as we work through it and, you know, work on its later right. You'll get it later. So they started with the pound for creating our character. All right, Andi, we created or character. No, we have to name it. Alright, we can right click on rename or alternatively, click it Aunt hits F two to rename its All right on. I'm gonna call it BP for Blueprint on BP Bowl poem. Alright, Defeat Volpone will be a good name on open it. All right. The first time we opened the BP ball town, this will pop up. First of all, let me grab it and put it next to our map so I can switch it. Switch between them easily. All right, so this looks pretty much the same as our world in here. There are some little difference, but it's not that much. All right. Okay. So what do we have here? We've got three taps, three different taps. All right, we've got our view port where we can, you know, create the character on. We've got construction script on even graph for writing our cards. All right, this is the constructor on. This is the code that we were right in a bit later. All right, Okay. For So, first of all, let's start with our view port and create our character. All right, let's add a component on type sphere because it's a ball. All right, on once we created that sphere, okay? Because we want to roll it and apply physics on it. Make sure that you check that simulate physics button. All right? And then go down here on make sure that this one under the collision it iss physics actor because we are applying physics on it to roll. All right, so let's compile on, save it. All right. Okay. And now we are going to the event graph. The event graph is where you, you know, write the codes for a game on a less right or court. All right, So what do you want to do? Is let me go in here on type input. All right. Horizontal. This will get the horizontal axis that we created, Aunt Input. Vertical. All right. Input. Horizontal and vertical. So, what these do if we, you know, we we assigned the de Botton and the A key Dickie and a key with the horizontal axis and the vertical axis with w and s. So if we push these waters, the event that's, you know, fires. After that, they will happen. All right, The events after this, this line, they will happen. All right, so what we want to do? All right. What we want to do is bring our sphere. Alright. Bring our sphere on at forced to it. That force. All right. All right. So when we fire the input axes, horizontal or import taxes vertical, we want adforce. What do you want at forced to? We want to add force to our sphere. Right. Okay. So what? This is it says that when we input the horizontal or any vertical button that we assigned today? Horizontal on the vertical. It will fire the at force on the AdForce. Adds that force. Okay, That much force to these fear. All right, as that force to the target target is a sphere. The ball that we created in here. All right, this is the fault. Okay, So how much force do you want to add to the table? All right, let's see. So how do we calculate that force? Okay. Remember we talked about the input accesses. The horizontal one was off, you know, for the D button. All right, let me show you. That will be much better. Let's get to the project. Settings on. Get to the inputs again. All right, So for the horizontal, if we push d All right, number one comes All right. This is greater than zero on for the A negative one comes out on for the best colors. Well, w fires one s fires. Negative one. So these are fired through here. All right, so the accesses are firing. Negative one and one. All right. So, for example, for the horizontal, if it is one, then it is the right side. And for the vertical, it is the upside. All right. So what we want to do is create a vector out of this. So we'll say sorry. Make make victor right. We will make a vector out off this to the inputs from the horizontal on the input from the vertical. But remember, we don't need this that value, right? Because, you know, if there was always our world, if that was a horrible the said value will be upon down. We don't need up on down. We only need, you know, forwards backwards and then frightened left. We don't need up on down. We don't need to see. All right. Okay. Clever. Close this on. Get back to here. So after that, what we want to do, right? Lemming crab is a little bit further on. All right, after that, what we want to do is if I apply the force right now, the force will be so small because you know these, you know, these values are negative. One on one. I think negative phone value will be so small, so I'm gonna multiply its multiply by float, right, and then to put it onto the force. All right. On out of this one. How much force? So right now the force comes and you'll multiplied. Multiplied by number on it will add the force. So how much multiplier do we need? Well, actually, we don't know right now. So what we want to do is right. Click it and promote to a variable and call it speed. Right, Speed. Okay. We called it speed. Right? Are Variable is here, and we call it speed. So hit, Compile, and we can change the default value. If it did not hit, compile, we couldn't change the default value. All right, the default value for speech we want, um, you know, right? 300. Maybe maybe 300 will be good. All right. And so right now when the axis comes, it fires. Negative one or one, and then it will make times by 300 it will add force to the ball. All right, so And don't forget to click that Axl change. All right. Click that Axl change and then hit, Compile and safe. What? This does it. Make sure that the force does not affect the mass, and it grow ignores the mass of the ball. Right. Okay, so All right. so we created our ball. But remember, we said that every level has to have, you know, a game mode. All right, so right now, we did not create a game mode for it, but we want to make sure that we will create one. All right, so 7. 2.3 Creating the Game Mode : All right, so we created our ball. But remember, we said that every level has to have, you know, a game mode. All right, so right now, we did not create a game mode for it, but we want to make sure that we will create one. All right, so right. Click on Hit the blueprint class and then game mode base. All right. And I'm going to call it BP. Underscore Bull moat. All right. Give it a name, whatever you like. But remember the name? All right. BP ball moat will be a good name. We only use that. All right, so open it on. We don't want to mess with anything. We just want to say that this ball mode, you know, has a the ball mode has a default pound on the deep world. Pound is thebe p bull pone. All right, so? So what that does is that it says that all right, this BP ball moat will be our game. Most right will be the game off for this level on. We will tell the game mode off this level, All right? The default pound or the character that is playing in this level will be our BP Bull town. What was the B people found? It was the board that we created earlier. That ball. Right. Okay, so we created our BP bull modes. And now what we want to do, We want to assign it to our level. All right. We just want to assign that be people to our level to make sure that the level loads that game moat as its, you know, as the levels came out right. So go to edit project settings on and, you know, go to the maps and modes. Where is it? Here, right here with the maps and modes. Default game. What? You see that default game? But just click it on. Click the BP. Bold, Mort. All right. The people want and then exit out. So now what we did remember. Let's talk about what we did. We created a ball for ourselves, all right? As our character on. Then we created a game most for our level and assigned it to our level that this is the game moat, all right to use it. And then we open the game mode on said that all right, they default pound class at the default pound class is the BP ball power. The bull that recreated earlier on. If you say that, why didn't it? Didn't open like the other time that we opened. If you click that open, full blueprint, it will load up like this. Right? Let me do that again. No, it didn't. All right, if we you know, sometimes it shows like this, and sometimes it might show the other way. Right? All right, so let's open the B people pound again on, you know, right now, this looks a little bit messy, so let me bring that up. All right, let me tell you something. If you hit Cult on, click any off the wires in here, the wire will be gone. All right. You know, the wire will be gun. Okay? And if you hits control, if you hold control, actually, and then right, click or left, click. And then you know you can move the pain around, right? Move it to another pain. But if you it out the you know the wire will be gone. Okay? And if you you know, for example, let's let's do something. Let's you know, let's to ah, Victor. Plus Victor. All right, let's you have Victor. Plus, Victor, if you excellently opened anything like this, whatever it is and you wanted to, you know, remove it. All you have to do is to click it and then hit the delete key on your keyboard, and it will be gone. All right, so, you know, right now, this looks a little bit messy, so let's, you know, make it a little bit a little bit better. All right, let's move it around on the wire in here. That's why that white wire double click it on. It will make this note, which is called a real rock note. What? What? This readout? No, does. It does nothing, actually, but only, you know, makes it visually a little bit clear. I'm gonna add another one in here if you double click it. It's well added. Let me do that again. You see? Then hit. Delete. All right. And like that, it looks much better, right? It's not that messy at all. So we created our inputs accesses. So the last thing we want to do is, you know, click all if it and then hit c toe. Other comment to it. on. Call it as input force. All right, let's hit, Compile and save Onda. Close that one. Let's bring over Bull into the world, Right and heat play. So what you notice right now is that you know we can't see anything. You know what this happened? It's because it's gonna create the player in here, Aunt move or camera right into here. So, first of all, what we wanted to is to create a camera for all for a ball. All right, so we go to the view pores and then at component at a camp camera. All right? You want to add a camera to our two or both, But what we want to do is make sure that the camera is the child off this fear. All right? So grab the camera, put it onto the sphere, and it will make a child for this fear, which is the camera. Okay, Aunt hit. Compile a save again. Moved the camera a little bit to this site and then move it up on. Make sure to rotate it a little bit. Maybe has something like that. Should work just fine. And let's see what happens this time. Oh, all right. It did not happen again. So the reason for that was that I forgot to delete the B people pounding here because, you know, the game would were created by default, right? Click the B people pound and then hit, Delete. And then what you want to do is to start playing, and then you realize that the camera from rotates Whoa! Hit the escape key and think it out off it. All right, let's click that and hit f to get a little bit year two d surface. All right, So what happens was at the camera is now rotating. All right, is now rotating with the ball. But we don't want that. That will be very, very bad. So what we want to do? We want to make sure that all right, we want to add a spring arm. So what? The spring armed us. Bring the springer and make sure that the camera is the child off this spring arm now, all right? And make the spring arm to be the child off the spear. All right. So they it will be like that default seen wrote in the sphere. Then they spring are then the camera. All right, dude like this on. Make sure that the camera is set to the default values. All right, Because right now we have this Springer. Well, the spring arm makes sure that, you know, the camera is far away. All right, let me make it like something like 30. Or maybe negative 30. All right? Yeah. Yeah, actually, I like that. All right, So what, This spring armed us, the spring arm has, you know, two or three jobs that we will, you know, a sign it right now. The 1st 1 is that if you know, if on object gets between this line All right, this line off the you know, the camera, the spring car makes sure that if the object is right here, all right, the camera will move to hear in order to, you know, render the ball, or every time, all right, it makes sure that nothing gets in between that bull and the camera. If something goes in, the camera will come to here and friend of the ball all the time. All right. And the other thing that we want to do is to make sure that the, you know, the spring gun does not let the camera to rotate with the ball. All right, so what we wanted to is Ah, say that. Do not inherit speech. Do not inherit Yao. Do not inherit roll, all right. And enable the lack. It will make sure that it will not rotate in any direction. Right? And that length, I think we wanted, you know, make it a little bit target length, maybe. Maybe 4 50 Let's make it an even number. Yeah, that will be great, Right? Let's hit. Compile. And it's safe on this time. Let's check. Yeah, that's much, much better. Oh, actually, I just realized that. All right, so I just know ties that my input system is not working correctly. So I'm putting the forward, He goes to the right side and things like that let me Teoh. All right, it go. I You know, I pushed the w key, and it goes to the right side. That's not what I wanted. Definitely. So I'm gonna go to the B people, Bond. I'm sure that I did something growing here. So you see that you have the input access? Horizontal. All right. We want to make sure that the input access horizontal goes to the why? On the import taxes, vertical goes to the X right? Why? This is happening because you know the vertical. All right. The vertical is for forward on backwards, which is the X on the you know, the right and left is for the y. All right, So we did that wrong right now. It should work just fine. All right, so it is working. Fine. Andi, it looks great. All right. So you just created your first character. Congratulations. In the next video, we'll make sure that we make our kata a little bit more fun. All right, See in the next video. 8. 2.4 Player Start Concept : Hello, guys are welcome. So in today's lecture, we're going to learn some new things on. We're going to learn how to add some new features to or both. So let's of the video. So before starting, I want Teoh show you something so you might ask why every time Like when we start our project, it's loads. You know this level, not the level that we created. Every time that you know, you open that project, you have to go to the levels and then open map one. All right, so first of all, let's change that, right? It's will be, like, time consuming every time coming here on clicking the month mop one. What do you want to do? Is go today at its project settings. And after that, go to maps and modes. All right, on. You see in here it says default maps. All right, change both of the maps. The editor start a map on the game default map. Change both of them to mop one. The map let recreated. All right. March 1 and March 1. Now, every time when we startle project, it will lost our map. Not that map. All right, so Let's sorrow map again and save it. All right. Okay. So you see this thing in here, which is a player start. So let me tell you what that player start thus all right, so the place times you can also grab it in here and put it onto their few ports if you don't have it. But right now, it's here. All right. Okay. So let me tell you what this player start us, all right? So the player start gets the default pound class off the game mode, and when we hit the play, it will, you know, create the default pound class in here in that position. All right, so if I play right now, it will get our ball in here, all right. Into that position on it will load the game. All right, So you see that, Okay, if I, you know, move it to a place like here. All right. You see, wherever I move that player stars, it will, you know, it will create our bold in that position. Why it does that, Let me tell you. All right, So you remember when we created their BP ball modes? All right? We created that BP ball mode on. We got to the edits project settings, all right, on the maps and modes on we set the default gave more to the BP. Balmont isn't the ball mode that we created in here. So we said that bold Mort to the current levels. Game out. All right, this is their current levels game or all right, so what that player start us? It gets the currents levels game mode on opens, operates it up on, then sees what is the default pound class. The default pound classes, the BP bull pound. All right, be people. But where is the B people down here is the people farm right on. When it sees the default punk loss, it will create that punk loss on that position. You got the point. It sees the game out of the current level on takes the default pound class aunt creates that pound class into the level in that position. So that was the player start. Okay, so right now you see, or bull just looks white, and it does not look that great. I want to paint it a little bit, right. I want to, you know, give it a nice material. All right, So I'll open. There be people pounding here, and then go to the view port and choose or sphere. Right? So under the materials in here, it says basic shape material. No, we don't want that. We want something like, um Well, let me see. What? What shoots right. Crown CREss? Yeah, maybe a ground grass. Yeah, something like that. That will be great. All right. It will look a little bit better, right? Yeah, that that looks best, chef. But right now you see O r o You saw our camera was not, You know that Great. It boards a little bit. Well, first of all, let's, you know, make this a little bit bigger. All right, so that we can see is all right. Go to the scale on, make it a Let me close that one. Make it. Ah, you know, three or four. Hundreds by 400 right? Oh, that looks That looks very big. No, we don't want that. Make it 40 by ah, 100. Right? Yeah, that that looks that looks a little bit, but actually make it 100 by 100. Let me make it even, right? Yeah, that. That looks great. All right, let me play right now When I play it right on, move the ball. You see that? It gets a little bit blurry on that. It's not what we want, right? That looks really, really that. All right, So what we want to do, We want you Goto are the people pound on to go to our camera on here, in the camera details, the camera settings. We will go to the lens. All right, on, Where is it? Plays on the camera. Where Where is that Bloom their full field. No. Where is it? I cannot find it. All right, So if you did not find anything in here all right, you can always search it in their rights. Such for blur. Right? Okay. It was under the rent and the post process rendering features on motion blur. We wanted that one, right? So click the amounts on click. Did Max all right on to make the amount to zero? Because we don't need any blur on our camera. The Maxus five right now. And it's fine. Don't. I should make it zero and five, you know, Check this too. Bottoms in here and then save it unless tested again. Let's see. Right now, it should look much, much better 9. 2.5 Asset Migration: so another thing that I want to show you is called a said migration. So what is this? Said migration? I said migration means that bringing some assets from a project that you created earlier into the current project. All right, So, for example, you created a car or anything like that in an old project, and you want to bring it to the new project that you're creating. So that is called a set migration that is done by asset migration on Let's see what I said . Migration is I have foot a zip file attached to the lecture. So please go ahead and download it on when you open the zip file. It chose that folder. Magic Bowl material. Go ahead and download it now. All right. After you don't load it, open the magic ball material and then opened the magic bowl material. Don't you project? This is called the dots. A riel engine project. Right. Open it with unreal engine and then let it often. All right, so after it opens, let me tell you what we want. We want this magic ball material in here. You see that? We want that material for our ball all right. This looks ah, lot, my said. Then they cross that we, you know, put on our boat. All right, So what we want to do is right. Click it on a go to asset actions or right, and then hit My great. All right, let's see what it says. It says copies, all selected assets and their dependencies toe another project. So does that mean it gets the ball all right on everything that is related to the ball, right? If there is something that is not related to the ball, it will not migrated toe our project. It's collect everything that is, you know, that is connected to the ball and then gets his to our project. So let's do it again. Right click. I said actions and then hit my great on hair. It shows what are the things that are connected to the bold material in here on a three hit OK, on here, it says, Where do you want to migrate? Thes things into? So what we want to do is cause the a rail project. So go to the folders that you created our rolling bull project. All right? And then go to the content on in the content. Select that folder. Okay, remember, go to the place that you created the rolling ball or write the project that recreated. Go to that project, right. Go to the folder of that project on, go to the content and then select that folder. Right? Let me do it again in the Rolling Bull. I'm gonna go to the content and then select that folder. Alright? Contents, migration completed successfully. So now we chose that after we closed that one and close this one here, we will see in our project. All right. We will see that another folder has been opens for us. That is called Magic Bowl material. All right. The magic wall material is right now in here. So right now, if we want our ball All right, go through a robe. Old blueprints. Right now, if you want. Or ball to get that material. What? We wanted to let me clear this on. We will go to the sphere again. On go to here. On or was is called. I forgot. All right. Got the magic Bullet says all right. It is magic. Bull inst right. So let me type magic bowl instance. All right. And no or bowlful be like that. Let me save it. All right, now over. Bull looks a bit nicer, right? So I hope you understand the things that we talked about in this lecture on if you did place, come to the next lecture and I'm waiting there for you. Unviable at some cool new features to the both as always. See you in the next video. 10. 2.6 Camera Rotation Logic: Hello, guys are Welcome back. I hope you had a great and nice day. So today we're going to learn how to add some new cool features to the game and to the ball . So let's start. So before doing everything, um, you see that circle? Think All right, if you look at your map, right, if you, you know, click that sphere. Reflection prop. It's a sphere reflection problem. If you look at your map, you see that it creates some, you know, weird shape around here. All right, we're gonna talk about the reflection props later in this Siri's off. You know, it's story ALS. So just right now, just delete it, and we're not gonna miss around with it. You see, if we delete it, then that circle goes away, right? All right, so right now, if we hit play on, we can see that we can move around with our ball, But there will be a nice feature if we, you know, we could rotate the camera around the ball or, you know, rotated the camera to down or up, you know, to see around like that. So right now we're going to do that. All right. Okay, So what we want to do is go to their role bull folder on two blueprints and then go to the BP ball pound, right. And then we are in the events craft, right? Cause the events craft on, we're gonna write some new cuts. Right? So let's sorrow coat. All right, so right, click and then type input. Most X guns under that type inputs again on this time. Most why, right? So what do you want to do? All right, we want to rotate or a camera based on the movement off our mouse, isn't it? So let me write the court, type it with me, and I will explain it after we type. It's all right. It will be much faster and easier to, you know, if you see it. All right. Okay. So what we're gonna do is from the mouse X, that access value, we wanna type, right? Add controller Io input right as control, yellow input. And then from the why we wanna type at controller. Right pitch input. Okay. At controller, yellow input and at controller pitch input. And after that, what we want to do is gets player controller right get the player controller, and then we want to set the control rotation set control rotation. All right, Aunt. After that, we wanna like this to in. All right, You see that new rotation? Right? Click on it on hit, split struck pin. Right. It's gonna open up the X y and zed value for rotation. All right, so on after, that's for we want to do is right clicking here on type, get control rotation gets control rotation, and then right click on that one. Aunt Split struck Venus will. And after that, what we want to do is values it today. Is it right on dfo while you Why to do why, All right, so let me bring it a little. It's to the upside, and let's explain it. All right, So So we wrote our records on. Let me explain it for you. All right, So what we did, we gather our most X axis and the most Y axis. All right, these are the input. So whenever we move our mouth with on the X axis right, this will fire that one on. We never remove it. The marks on the Y axis the mountains will fire that one. All right, so whenever we move our mouths on the X axis all right, the axis value will be added to the controller. Right Will be added to the controllers Io input on. Whenever we move our mouths on the y axis, it will be added to the controllers. Pitch input. So you might ask, what is speech? Input? On what? Iss young input. What are these? So if you look it in here or in there, you might see that. All right. It says return value, X role. Why pitch unzipped? Yo. So right now we learned something else in a rail engine. The X Y and the Z axis. They have another name or right for each of them. The X axis is called Roll on. Why this speech ons it is Yo. All right, remember this names Okay. Exes role. Why? It's pitch on. Said issue. Right. So whenever we moved our mouths on the y axis, we add the controller speech input on Whenever we moved our mouths on the x axis, we added the controller to the Io input right after that, when we added them. All right, what we did after that we set the control rotation, we set the new we'll set a new rotation for or control. Right. The set control rotation will sit our controller to a new rotation. So what will be the rotation? The the new rotation will be. That's rotation. Alright. Added with that one. Right. So this, too will be added. Sorry. This, too, will be added to our new control flotation. How we do that, we will get our control rotation. All right, which has been calculating this to all right. We'll get the control rotation on, then set the pitch value to their on the yellow value to their aunt. We will not touch the X value. All right, so just connect the y two y and that to set. So let me tell you why we did that. So why don't we, you know, input the X axis and why we didn't change anything from the X. And if you notice something, all right in here when we move our mouse on the Y access. All right. We added it to the controller. Pitch input. All right. If you look over here, the pitch is the y. All right? When we move over Mouths on the Y axis. We added to the pitch on the pitch is the Y. Okay, but in here when we moved over Mouse on the X axis. All right, we added it. Toe controller. Yo, inputs. If you look over here, you see that the yellow is that set? Why didn't we add it to the X input? All right. Why didn't re added today? You know, roll input. So if you see that we've got that one as well at controller. You see, we've got at controller roll input pitch input on your input, right? Roll pitch and yaw, isn't it? What did we use the roll input? I'll tell you right now. All right, So let me go back to here on. And how can I describe this? Right? So let's let's touch our Yeah, let's get our you know, player starts, actor. All right, so if you see that that arrow that blue arrow, So let me Yeah, let me do this. It will be more visible. All right, so this arrow indicates the forward direction, all right? The the direction that the ball will be facing when we start our game. All right. So what we want to do? So right now, let me tell you. All right, So think off a two D plane, All right? Our most moves on a two D plane, right? This is the y axis or write positive. Why? And negative. Why on this is the X axis postive eggs and negative X. So when we move our mouths on the Y axis or right when we move it up what we want when we move it on the Y axis? We wanted to control that one, right? We want the camera to rotate. All right, up and down, isn't it? We want the camera to be rotated upon down. We remove our mouths up, on down. We want the camera to rotate it up and down, right on the Y axis. All right, we move over mounds on the Y axis. The camera will rotate on the y axis, but we remove our mouths on the X axis. All right? When we move our mouths on the x axis, we want our camera to rotate on the Z axis. All right? From left to right. All right. Okay. So we don't want it to rotate around the XX. The X axis will be really bad, right? We're not gonna use the X axis. We will use the why. Access. All right, when we move over, Mouse on the X axis. All right, we will move our camera on the Z axis in here. All right, this is the zero axis. That blue one is the zero axis. All right, we will move it on the See it axis. We don't touch the X axis because it will make some weird, you know, stuff. All right. I hope you understand. All right. I'm gonna tell you another time, it might sound a little bit reputable, but I want to make sure that everyone understands every single bit off, you know, discourse. All right, So I will tell you that one more time. All right, So this is the why access on our mouths. All right, up on down on this is the X axis on the mouse. Right, Right. And left. Right, on. Left. This is the X axis. Okay, So when our mouths goes up and down on the Y axis, all right, when we move our mouths on the up and down on the y axis. We want our camera to move it to rotate around our bowl on the Y axis as well, Right? We wanted to rotate like that up and down, isn't it? But when we move almost from the X axis, All right, this is the right and left, right? When we move our most on the X axis from right to left or left to right, we want the camera to rotate on the zero axis. All right? Like that. Okay, We want our camera to rotate around the Z axis around the, you know, around the ball. We don't want it to use the X axis, because stout will be really, really bad. You got it right. All right. So Ah, what we did is whenever we moved our mouths on the x axis, we add the date to the said access the yellow input on our mouth. When we moved on the y axis, we added it today. A peach input on the Y axis. Right. And then after that, we set it or control of rotation. Which which controller did we use? We use the controller number zero. All right. The first controller. That is because It's a single player. It's always that controller. Right? And then we did not touch the x axis as we talked about. We just, you know, you know, used the why on the y axis and the set on the set access on the get control rotation. All right, so let's see if that works. Let's play Andi. Oh, all right. So you see, because we used the control rotation in here, right? The control rotation. We want to do a sit up in our spring arm, right? Just hit the spring arm and then right in here in the camera settings, make sure that you use the pone control rotation. You see that we use the pound control rotation in here. Control rotation, right? Use the power and control rotation and then, you know, take everything back the inherits rolled yo pitch, and then use phone control flotation right after that, Compile and safe and blessed this it out. All right, You see, we can rotate or mouse. However we want in some weird shapes as well. What is that feel? Change that, right. Okay, so it works. Fine. We can, you know, rotate around or ball. But what happens weirdly is that whenever you know, we rotate over camera. And right now I'm wrote. I've rotated my camera, and when I hit W instead of going forward, it goes backwards. That's so weird. And when ah, he d it moves to that direction. Another direction. That's not where I wanted, right? This is totally, totally weird. All right, so we got a camera like that. It's a good step. I'll see you in the next video and in next video, we're gonna do, you know, a little bit more things, and we will change that direction off moving. All right, That frighten off the rotation looks so weird, but we're going to change that. We're gonna change everything. So congratulations again on See you in the next video. 11. 2.7 Changing Ball - Camera direction: Welcome. Bye, guys. And let's fix that camera direction. All right, So what we want to do is go to the BP ball pound and work some stuff in the air. Right? So first of all, just go to the view port, and then we want to add a component, which is called an arrow. Right. Okay. So make sure that the arrow is the, you know, a child off the camera, right? And then move it a little bit forward. Like this. All right, So what we want to do, we want to tell our ball. All right, We want to tell our ball. All right, So right now, if the camera, you know, rotates for any reason, let me show you that, right. If the camera rotates, the arrow will rotate with it. All right. So the arrow will always face, you know, in front of the camera, it will shoot in front of the camera because the arrow is a child of the camera. All right, So whenever we rotate or camera, the arrow will rotate with it. We know that or camera will not rotate like this. Like facing that direction is always will face the ball. Okay, is well, you know, rotates around the ball and the camera will come to here, and then the arrow will face that direction. Right? So we want to tell the ball. Is that wherever that you know, that arrow is facing right? Wherever that arrow is facing, when we press the foreword bottom, go to that direction. So wherever the arrow is think that that's our off represents your forward direction, right? We have to think of that like this. This arrow shows, you know, the nose or the eyes off the ball. Right. So wherever that arrow is, it means that this is the forward direction off the ball on. We're gonna right the quotes right now. All right, let me show you something. Click the arrow in here and then select that in the rendering. Select that Hidden in game. Okay, De select that. I mean, right, and move that arrow a little bit up, all right? And then you will understand what I mean. Move it up like that just so we can see it and then compile and safe. Right? Go to here. So you see that you know whenever we rotate Oh, are you know, camera the direction off the arrow will rotate with us. Right? So what we want to tell our world is that wherever that arrow is facing, think of that you're facing that direction, right? So let's hit, escape and let's ride the court. So first of all, make sure that all rights make it something. Click this. Yeah, that would be good. Okay, So compile and safe on after that. Select that Hidden in game again, compiling safe, and then go to the events graph Onda. We want to change or according hair. Actually, first of all, let me comment this out on select all of it and then hit C on till it's as if it is, Um, what should we call it? Okay. Camera rotation. Right. Camera, rotation. All right. So we don't want to touch the camera rotation again. We are touching the input for slimming. Make it a little bit bigger. All right. So when we added the forced toe or ball, what we said they said, you know, at the force to the forward direction. All right, so right now when we add the force, All right. When we make this victor to add the force to the ball. Or, if you want to say at the forced to the forward direction that is calculated between you and the you know the arrow, right? So what we basically say you're forward direction will be the forward direction off the arrow on, then at the force. All right, so let's see how we do that. We get the arrow, all right? We just grab it in here and put it there. We get the arrow, and then get get the world, get world's transform right. We'll get the world transform of the arrow. Do you know what's the world transform of the era? You know, we'll transform off this Think of thing that this is the arrow. All right, world transform. Is this alright? Transform. It means the location, the rotation, the scale off the arrow. Right. Get that one, OK, gets the world transform. All right, and then we've got something. All right, a little bit off, you know, helping note, which is called from's form direction. So what that transformed direction does It will get a transform, all right, And it will get a direction. All right, And then make sure that the direction will be lines up with the transform in here. Right? So it makes them to face the same direction. All right, so what we want to do is out of that make Victor return value. You wanna grab it right and then put it onto the direction. Okay. And grab that transformed direction outputs to here. All right, that's all off it all. We had to do Waas do this, right? Let me make it a little bit. My said now it looks really like a crap. All right, Compiling safe. And then let's get back to see if that helped that. All right, so this will be left. This will be a right. This will be back on. This will be for words. Right? But if I put it like that, it will be forwards backwards, left and right. So, yeah, it's working so weird. All right, Another thing that I want to, you know, change before we wrap up this video is that you see, when I get so close, it will make a weird camera movement. Look at the sky on when we rotate up it, we can rotate like that's so abnormal. We wanted to be something like like this on like this. All right. We want to set a minimum and the maximum value for the rotation, right? We don't want it to be like that. What is that? All right. Okay. So go to the B people, pound. All right, So what we want in here, right are gonna touch our camera rotation a little bit. So what we want to add is that let me make some space in here and move these values in there. All right? So what we want to add, actually, All right, if you think of it like that, right, let me touch that one again. On over. Problem was not with the X value. All right. The X value was just moving fine, right? I mean, the set access was moving. Find our problem was just with the up and the down direction. All right? We wanted to change that one. Right? So we are just changing the y value. Okay, so in here, we've got the why. Value. All right. We want to, you know, change that value and said a minimum and the maximum value for it. So what we want to do is. Grab that. Take it out on then. Right. Clamp. Right. Clump angle. Right. Clump angle. So let me make some room again. That looks so. Here, let me make some Brie route notes on this. Right. That will be better. Yeah. All right. Okay. Okay. Okay. It looks a little bit weird again, but we're just fine. All right? We're gonna make it a little bit nicer. Late. All right. So what? Clam angled us? All right. It will get a value, actually, let me to lead that, right. Why would we do that? Oh, my God. Oh, get delete that that. Not again. Why did I do this? All right, all right. So let's see what clump is. All right. Clump means that. All right, we will input a value into it, right? It has a minimum value and a maximum value. So what? That does if, for example, we wrote our minimum value is three on door maximum value is 10. All right, So what that does if we input a value less than three. All right. For example, one or negative 12 for anything less than free. All right. It will clamp it to three. All right. It will think of it as that. Is this free? All right. And if it is between three intent, it'll just go find right. But if it is, you know, bigger than 10. All right. If it is larger than them, like 11. 12 for one million. One trillion, it will think of It s 10. Right? The return value will be 10. So if it is less than three, it will be three. If it is greater than 10 it will say it is 10. If it is between three and 10 it will, you know, just pretend value. So if the value ifs, five is will return five. If it is too little over 10 3 if it is 15 it's were returned him. That's it. Right. So what do we want to type in here? All right, so I did some, you know, some tweaking, and I got to a value off. Negative. 15 on zero will be just fine. All right. On, then, Clinton, return value to the Y. All right. To the beach value. I didn't compile and safe. And let's see. Right. Okay, so right now, if we cannot rotate it, you know above that value and neither, you know, below that value. So the rotation works just fine, right? Actually, I think maybe rotation like this will be much nice and maybe negative 15 waas a little bit . Maybe negative 40. Right? Let's try that compiler safe again. And yeah, that looks that looks a little bit Metsa. Right. Okay, so right now we've got a working ball with, you know, moving in all directions on a rotation that works just fine with the minimum and a maximum value. And before we end up or video, I just want to, you know, change or spheres. That's color. All right. The material Just change it to the ground grass. That was much better. I think that looks much nicer, right? Yeah, I think that looks much nice. Said in the other one. All right, So if you guys learned anything today on displease if you had any problems or you know you do not understand anything, please tell me and you know, sent a message or do something like that. Aunt, if you enjoy that cereal, please make sure to make a review. I'll be waiting for you in the next video. We'll buy 12. 2.8 Understanding Material and PBR Logic: Hello, guys are welcome back. So today we're going to learn what is a material on crazy material for our ground. So let's start the video. All right? So before we do anything, let's create a folder for all of the assets that we will imports later into a project. All right? We don't wanna make it messy. So we are creating a new folder in here. Go to the Roble folder and then right Click, create new folder, and then call it assets. All right, assets. Okay, open the folder off assets and then right click on be it material and then call it M white . Sorry. Whites. Yeah, and then open it up. So when you open it up, this screen will load up on first. Awful liming. Grab it and put it next to them up so I can switch easily. So our screen just looks like similar to other screens off a riel engine. Right in here. We've got this least off, you know, based color metallic speckle a roughness. We will talk about them in a bit. On what? This is actually, this is our our twit being all right, So whatever we input into this piece, it will create an output. And it will show us in here. For example, if I create something, don't do it. Just see it. All right. If I create, like, something like, ah, red color and then, you know, input the bread color into base color. It will show us in here. You see, on under here, I can, you know, change the view. This is on a circle. This is on a cylinder and on Ah, you know, on a Cuban teapot or another object that we have. So let's talk about what is a material. What is it used for, Aunt? What are the types off materials that are used in games? All right, So first of all, what is a material? A material is used to color an object in our world rights. For example, we've got a car or a door or, you know, a computer or anything like that. We give it a surgeon off colors with the material, right. The material is used in order to give the color to the object. So you might ask, what are the different types of materials that are used in a game? There are a lot off, you know, different types of materials that are used in a game. But we're gonna talk about one off them, which is the PBR material, because it is the most common type of used material. All right, so what is a PBR based material? The people are based material means that it calculates All right, physically it conquest the, you know, the colors on the shining, the glowing and everything around the current object that we have a need, you know, reflect the color onto the surface off the object that we have. What does that mean? For example, let me do something right. Limit creates something in here on added to the roughness. And you see, right now, it gives a reflection off that object over there, that building on our surface. So that means it calculates the whole world around the object on calculates its reflection based on physics. Right. Okay. What are the important things in a PPR based material? There are three most important things in a PPR based material which are the metallic *** Alor aunts. Roughness. The most to used are the metallic and roughness. All right, so what is the metallic And what is the roughness? The metallic indicates how metal like your surface looks like. Is it like a metal? Or it's not a metal IQ at all on the roughness, it shows how rough is your material. For example, if you are creating a window or something like that, you might put the roughness down to near to zero. But if you create something that cannot reflect anything like a door or like I don't know would you might not need roughness at all. So you might put it 0.8 and or something 0.9 or something like that on. By the way, these are working from 0 to 1. Right? So we used 0.0 point 10.2 till 0.9 and one. All right, so how can we input values into here? All right, so if you're right, click on an empty space and then right, Constant. All right. You see that? We've got constant. One constant. 23 and four. Right. We want a constant tree because we are creating a color. All right. And then right. Click. Grab it to the base color and you see that it gives the color to here. So let's create it, like in the middle, make it white, and then get that value up to make it wide. And you see that our color will be white. All right? And then for roughness and metallic, what we need is right leg again and say constant right? We're gonna give it a constant value. How much metallic should our groaned be? Right? We don't want it actually to be met, Alex, so we can leave it at zero. But let's just make it 0.1. All right? And then fried, click again. On and right, Constant One again, Aunt, we're gonna just give a value to Roughness is well on. Makes the roughness to be our ground or ground should not reflect that much. All right, so we want a roughness, something like syrup 0.75 All right, so that it kind of reflects something, but not that much. Right? And then save it, Aunt. Just wait a little bit. Goto our map on. We see that we've got the m wide. Just hold it and grab it onto the ground on bond straight a little bit. You see that We've got a world for their wives ground. Let's play So you see that our world looks pretty much my said then it was before. So let's says something out, right? Let's go to our material again and make its roughness to be zero, right? Just miss around with it and save it and then go to our map and then play again. And then you see that our ground reflects the world around us. That looks cool. But actually, we don't want that for a ground that would not be so nice for a ground. So let's go to the material white and then change it again to 0.75 or a 0.8 or anything like that, and then apply and save again on go to our map. That looks much better. So, guys, in the next video, we're going to learn how to create our coin system and collect some coins in air. So, guys, I hope you understand that the lecture on what our materials and what they are used for what is the PBR material? I'm gonna just tell you again. The PBR materials means that it is a physical based friend drinks or what physical based rendering does. It's just gonna make sure that it collects all of the lighting around you, this son, or, you know, the clouds and everything else on. Make sure that the material that you put reflects those lies in a, you know, in a great way. And that is simply what is PBR. So, guys, I hope you understand that the lecture on a zoo always see you in the next video. 13. 2.9 Setting up the coin system: how guys are. Welcome back. So today we're going to learn how to create our coin system on also, collect some coins. So, first of all, we're going to import some assets into our game. So go to rolling ball and then go to Assets folder in here. And then see, there's a file that I've attached to this lecture, which is called Roll Bull Files. Please open it up and then click the coin object coin dot gov Jay, let me go to a real engine in here and open that one as well on Just right click drag it's on and sorry. Left. Click Drag it on, Put it into here and then let me hide that one. Andi Then let's see the sittings in here so we don't need schedule the mesh. This is just fine. Converting No, no, no. Do not create materials. All right. In the material input method, do not create materials and then do not import textures. Everything else is fine because we're going to create some materials and textures for it. So do not create material and textures and then hits import right snow gonna imports our coin into here. This is the coin static mesh, right. We're going to use it to create or cooling system. All right, so let's go on, create or blueprint goes a blueprint folder in here and then right click hit blueprint class. And then we need an accent because we want on object to be spawned in the world on or corrector or bull can, you know, interact with it. So True's actor and then name. It's BP coin. All right, And then open it up unless, see, What do we need to do in here and let me grab it and put it next to our map and then at components we wanna type static mesh, All right? Because we want to add a static measure off the coin that we just imported. So we want right static measure under the rendering. Do not use the physics one, right? Just truth. E static mission here and then, right. Like left week on the SAT English story on then in here. You see that coin or few congest five coin on. You can choose that static measure in here and after you imported, you see that our coin is rotated so we can rotate it as well. Just used the key in here. Or choose E on your keyboard on their rotated. 90 degrees. Andi. Yeah, that looks fine. Rights. Compile and save. But there's a problem we haven't created or material for the coin. So let's do that now. All right, Go to the map again on go to the assets. Andi, go to the files that I attached to this lecture, right? And then open textures. Andi used that coin texture in here. Just grab it and then put it onto the assets and then opened the coin texture. All right, this is the texture that we are going to use for our coin system. And then we will give it a color off yellow, because that is the standard color off a coin. So in here, we can view the channels. All right, the rays green blue channels. We can view them on the Alpha Channel. All right, on in here, in the compression settings, please make sure that we used the masks. No rgb. Right, Because we are going to use this for a mask. What is a mask? Mask means that we're not going to use the full texture in here, all right. And it is not colors, All right, So choose the mask and then save it. Aunt, close it. And then in here, Right, click on and create a material and call it m coin. After that's open it up. Let's see what we want to do. So goes them up again and then dragged that's coin, coin texture or right into the m coin. The material that we created right now. So we want drag the texture into our material in here on. Then let's do something. Let's if we grab the RGB and put it into the base color, let me show it like this. We see that we've got our £1 you know, texture like this. All right, So what we want to do is coloring it to yellow on these black ones. All right, The £1 you know, Dexter, the the trees and things like that. We want them to remain the same. All right. The edges must be black as well, but the coin should be yellow. So what we want to do is let me right click and then right, Constant three. Concentrate, Victor. Because we're going to create a color off yellow into it. By the way, if you don't want to type constant one and two and three and four whenever you use it. What do you want to do? Is hold the one key on your keyboard on. Then left. Click. It will, you know, bring constant one and then hold two left. Click three left, click and hold four Key and left. Quick on. This will create, you know, constant. 12 on three and Constant four for you. So let me delete those and go to our Constance free in here. Let's make color off yellow. A yellowish color. She has something like this should work, right. So right now, if we grab the color into our base color, you see that only one p in goes into our base color. So how can we give that color and that color together? All right, So what we want to do is to create alert function, right? So right. Click in here and type lair. Right? Linear interpolation. Grab that being into the base color and then you see that we need to colors in here in the lair function. We need color one on color to based on an Alfa. So what? That does simply right. Let me take those a little bit further on right here. We need an Alfa Channel on. Then it will use two colors over that Alpha channel. So what do I mean? So let's just grab the blue in here to the Alpha Channel, grab the B to the Alpha Channel, and you see that is going to create the texture for us in the base car. All right, on, then. All right. If we grab the yellow onto the A channel, you see that? All right. The edges where it is black, it has bean yellow. But if we control on, then grab it to be You see that every place will be yellow, But on Lee, the places that are, you know, black they will remain. So what? That does, actually. All right, let me to lead that the letter function what it does. It grabs a texture all right into its alpha channel. Right? And then it will need to colors. So what are these two colors? The color a means that wherever in the texture it is black used this color, for example. If I bring a color off reds. All right, so the color a indicates that wherever in the Alfa Channel in here it is black. Use that color. So if I grab it to a you see that it will be read on the color be indicates that wherever in the Alpha Channel, it is white. Please use this color, and you see that it is gonna creative as reds and yellow. Right? So let me delete those right, lead that one. And after that, what we need is to grab the yellow onto the beach. Our right, So that is how we want it on. There is another thing that we want to create and that is, you know, make some shining on the, you know, on the edges in here, on on the, you know, black places or our coin, so that it looks a little bit shiny. So how can we do that? So if you hold one and then left click, we will get a constant one color and then put it on into roughness. You see that everywhere on the coin, it will shine. But actually, now we don't want that. What we want is just like the, you know, just like the giving color in here. We want on Lee the black edges to be shining. All right, so delete the, you know, Victor one key, and then hold ill on your keyboard and then left. Click. All right, hold Ellen. Left click to create out lap again. Or alternatively, you can always right click in here and then tied. Left, right, linear interpolated. Here, you can use that. All right, So what we want is grab that layer function and put it into roughness. And then we want to grab or Alfa on the texture sample and put it onto Alfa in here on. Then you see that on Lee? The black places will shine, and that is actually I think I like that one, and we will stick with it. All right, So apply and then safe. And then go to arm up on. Go to your blueprints on, then BP coin in here. Andi, in the materials in here. Click it on. Use em coin. All right, I'm going. Let's see. Yeah, we've got our m coin. Who on? Right now? You look that this coin looks terribly bad. All right, so why this is happening. It is actually because that texture is not designed properly for this going. All right, The materials should have bean, you know, crazy is outside of the rial engine. But I wanted to show you that you can always, you know, crap some textures or, you know, grab some things in Google and then use them in your game. All right, So you see that you see that coin texture in here? I grabbed this from Google, and I wanted to show you How can you use that butts right now if we goto our coin? You see that? You know, it's creates a weird shape in our coin. So how can we fix that? All right, let's go to go back to, you know, our material in here and then All right. What we want to do, actually is we want to make our texture a little bit smaller. All right, so how can we do that? We can do that with a texture. Corden it. So what texture co ordinate deals is it can make the texture a smaller or larger. Right? So right now we want to make it smaller. So how can we grab a texture coordinate. We can type fixture Dexter, coordinate in here and then left. Click it. And after that, crab it to the U V's channel in here and then in the UV tiling in here. Make sure we use to and to on. Then save on. Wait for it to save on in court or BP coin aunt. Right now we see that our coin looks just fine. All right. So, guys, this is it for this video. And in the next video, Real creates the functionalities for a coin on has always see in the next video. 14. 2.10 Creating the Coin System Functions : Hello, guys on. Welcome back. So today we're going to learn how to create the features that we need is for our coin system on Let's start the video. So, first of all, we are going to need a variable that weaken store or Cohen values in there. So how can we do that? So, you remember we talked about the game mode that it stores every rule for the current level . All right. Also, it can store any value that we want on that will not be destroyed, right? Like a scoring system, a coin system or things like that. We can store them in the ballgame. Art. All right, so we're gonna do that. Go to the ball game modes be people almost all right. And then in here, click open full blueprints. All right, Aunt. After that or Renee's, we want to create a valuable in here. All right, that we can store our coins in there. All right, so in the variables, click this plus sign and then name. It's total coins. All right. And make sure that in here in the variable type, make sure it is an into jail. Right, Because we that number All right, then compile and then safe. So right now, we created our valuable. But what we need is something like a function or something like that, that whenever we you know, we collect a coin, we call that function. And that function adds our coins to the total coins in here. So dry. I mean by that. For example, if our bowl collected a coin, all right, we want to tell the system that hey week collected a coin and at the coin value to, you know, to our total coins. All right, so what we're gonna do, go to the functions in here on click, create a functional right click this plus sign, and then name its ad right at coin. So what? That at coin will do. All right, so whenever we collect a coin, we will call this at coin function, and then that function will add the coin to are valuable in here. So how do we do that? All right. Compile and and safe. So, first of all, what we need is in our coin. All right. Whenever we collected a coin, we will need an import. All right. So we might have you know different types off coins. All right, That may give us different amount off coins. For example, we may have 15 coins. We may have 10 coins, or, you know, we may have a dollar. Maybe we may have. When we call, like something else, it will give us, you know, $15 or things like that. So what we need is to create an input in hair. All right, so click on the ads coin, and then click on input a new perimeter and call it calling amount. All right, so and make it an integer as well. Compile and safe. So what that does Every time we call this at coin function, we will give it an amount. All right, to add to our total coins. Right. So how do we do that? We will get our total Coy's on. Put it in here. You see that? We've got sit on, gets right. The set will, you know, said the value on the get well, get the value, as it says. All right. So total coins grab it here and then and then select the set value, and on. Then what we need is get our coin amount and then type. Plus, it will be in danger. Plus in teacher. All right, So what do you want to add? We will get our coins that we had, all right, get the cones that we had before and then added with the new amount on, then set our old coins that we had to the new amount. All right, so we will get the coin amount that we got. Then you want on the old one? We will add them together. And then we will set the total coins to that value on after that that all that we need. But I want to add something else. So, for example, whenever we call that function, we want to have ah, you know, an output that gives us the total coins that we have right now. All right, so select the arts coin on, click the outputs perimeter and call this one new coin amount. All right. New coin amounts on, then just drank that. I'm put it there. That's it. We created or coins function system. Right. So compile and then safe. And then get out of here. All right. After that goes to the BP coin in here on, then Kravitz to be next to the map. And after that, go to the view port at Component on at books collision. All right, we need a book school dish. So select the boss books collision on, then move it a little bit up on and, you know, just make it so that it fits the coin. Yeah, I think I think something like this would work. All right. Yeah. That will work. Compile and safe. So what? That book's collision thus is whenever something enters the box collision, it will tell the system that something has entered it and do the things that we want. So whenever our bull, you know, enters thesis books collision, we want to collect the coin and then destroy the coin. All right, so because they even graph in here on a list, do that now. So what we need here is the event actor begin overlap. So what it does is that they've been active. Begin overlap. Whenever something enters that box collision in here, this will fire. All right. Anything after this, it will fire. So whenever our bull interests that you know, collision that you know that being think the collision. This will fire. And we will know that. You know something has entered the coin, and we can collect the coin and things like that. So move this up on with that one down. So we just need this one, All right? Even actor begin overlap. So whenever something enters that collision 1st 4th we want to check that if it is the ball . All right, so the either of the other actor All right, grab it and put it here and say, cast to BP, both pound. All right. Okay. So what that cost does right? It checks that if the other actor, it means the actor that has, you know, entered that that book's collision. All right, if it is the ball, all right, And if it is the bull, this will fire, right? If it is true, if it is false, it means it's not. The Baltics will fire. Right? So we don't want that one. We're gonna only use that one. All right, So if it is the bull we want to check If it is the bull, then what we need is right. Click in an empty place and then type get game. Most right. Get the game modes on, then from that blue pin. All right, we want to cast it to BP Ball motel. Right? The game would have recreated. All right, so we will say that I get over game was from the current level and make it a B people almost on. Then after that, you remember in the BP Balmont in here? We created an at coin functionality. Right. So that's why we needed the BP bonus. Okay. In here as the B people moat, what we wanted to do is call that function that we created. All right, that coin. Okay, so how much coin do you want to add? Each time you collect a coin, let's say we want 10. All right, We might change this later, but let's say we want 10. After that. What we need is to print the coin amounts that we have so that we know that it is updated. All right, So grab that one in here and call friend string, so it will just print a string for us on, then grab that new coin amount and put it into in strength. All right, so let's see what that will do. All right, So compile and then safe. And let's see worse or be people pound. The player star is in here. And let's create some coins around. Or players that right, its at that end. And also, if you wanted to duplicate something, all right, just click it on, hit old and then drug it toe another place, all right? And then hit out to another place and old to another place. This will duplicate the think that you have and put it into another place. So let's see how it will be. All right. Okay. From right now, you can see that we've got some problems. All right. One of the problems that we have is you know, whenever we collect a coin, we want the going to be destroyed. All right. On also, we want to be able to go through the coin. All right? We don't want to our coin to be like this, right? So I'm entering the coin and the coin is stopping. We don't want that. And we want also to the coin to be destroyed. And if you also look at in here, All right. Look at here. You see that our coin value will display. All right, so let's see that again. It will be 10. 20 30 40 50. So you see that it is updating. All right, but we've got some little problems that we want to soft. So first of all, let's solve that one that we can, you know, go through the coin. All right. So how we solve that? We will go to the access folder here and go to the coin that we had in there. The static mesh on. Then we will click the collision in here on Click the Simple Collision as we see that it has The coin has a collision in it. All right. And this collision does not let us to go through it. All right? So just collected collision, right? Just click that that green thing right, the green boundary, and then click delete on your keyboard and then save it. Andi, close that one. After that, let's see for ball can go through the coin. Yeah, the ball can go through the coin, but the coin is not being destroyed every time. So going to add that functionality. Israel, Our coin in here all right. After its Prince the strength. All right, while we want to do is called Destroy Actor in here. Destroy actor. All right, call, destroy actor and then compile on safe. So let's see if that works right now. Yeah, it's destroying the actor, all right? It's destroying the coin every time we collected. And also right now or coin does not look so nice because because, you know, in every game the coin must rotate and things like that, but you're going to see it is just, you know, just waiting there for us to be collected. All right? So go to BP coin in here on go to view port. And then what we want to add is to, you know, at component and then type rotating movement, right? We want their rotating, went in here and then compile on save it. So let's see. Yeah, right now are coins are rotating on. We can collect them easily. All right. And another thing that we want to add, I think our bull right now it looks so big, we can make the coins a little bit bigger. Bar? I don't think so. I think we want to, you know, shrink down or ball a little bit. Just go to the BP bull pound. All right? And then go to the view ports on Click the sphere in here. Make sure that this look is selected. Right. Make sure it's selected, and then type on one of them. 0.75. Right? So we wanted to be like this. The scale should be syrup 0.75. 75 75. Right. So we want to make it a little bit smaller and then compile. Save. Let's see. Yeah, I think. Or both. Now looks much, much better. Right? So right now we can collect our coins, But you see that there is no sound. Later, we will add sound as well, right? Don't worry. We'll do that later. We want, you know, finish the functionalities and then do the things together. All right? We don't want to make the things so complicated. We're going through them step by step. All right, so let's review one more time what we did today or eyes go back to the BP coin and then go to the event graph. So what we did in here? Waas, actually. All right, so we said that even actor begin overlap. So it says whenever, Anything. All right, Anything enters That's coin. That's you know that box, right? Call this function all right. It will call that function. And then we say that if the other actor is a bull pound All right, check that. All right, on if it is a bit people pawn, what we want to do is get our game would and then cast to be people. What? All right, So we want to call our game or that we created on then in our game, aren't we created a function which is at coin. All right, so that it will add the coin to our coin system. All right. And then it will add coins as 10 coins. All right on, then. After that, we want to prints. Drink. All right. So that is what prints on the top off the screen in here. And by the way, this prints drink is not for our hue. I all right? It's just for debug purposes, all right? It will not be, you know, displayed when the game is finished. All right. This is just for D book purposes on. We will create. Are you I later. All right, so after the printing string, and then we want to destroy the coin that we just created. So let's see that again. So we go into the box collision and the coin will be destroyed. All right. On it will add or coin amount on the top off the screen. So, guys, I hope you learned a new thing on. I have plant a lot of things that we can do in the next upcoming videos. So stay joint and was always see in the next video. 15. 2.11 Creating Health System : Hello, guys. Are welcome back today. We're going to learn how to create or health system on. Let's start a video. So basically, what we need is we need to plants that one of them will take damage from us on. The other one will give us health back. All right. Right now, we don't have any plants in our project. So what we need is to go to our that big games lunch. All right, on then, go to the market place. And after that, I found this cool. You know, coal plants pack that that is available in the marketplace. That is for free. Of course, on dit is called. I think it was called Mediterranean. I think it was something like that. Or maybe made it to run Mediterranean. Yeah, that one. All right, open it up, and then you can see it's cold. Mediterranean vegetation plant back to All right. So what we need is it has a set off plants or right, that recon using our game. Basically, we can use the cactuses in order to, you know, and take us damage on the other one. Like the bush in here. We can use them for, you know, giving us health back. All right, So what we need to do is in here. It should be by now. Or it should be free and yours. So just click that button in here, all right. Instead, off at two projects in yours on click it and then buy it for free. And after that, what we need to do is click that at Project Bottom. All right, So after you click the add to Project button, then which project do you want to add to it? We want to add it to the rolling Ball project that we created, right, Select a rolling ball and then at two projects, right. And then it's my take some time in order to download and then at two the project. So please don't load it and added to the project and then come back to continue. Right? All right. So mine has downloaded it and you know, it has finished it downloading and adding to the projects. Or let me close that one on. Then after that, you will see a new folder has been created, which is called PN Mediterranean plants to and then opened the folder after that go to the mission here and we can see that we've got, you know, the missions that we want it all right. We can use, you know, thes cactus in here for, you know, our damage system or that one. And then this wash seen here to our health system. All right, so let's start now. So let me delete that and not let them say All right. Okay. So first of all, let's create a valuable for or health system. All right? So go to the rubble in here for both folder. Let me close that one. Right? Go to robo folder. And then after that, two blueprints on, then to be feeble pound. So in here, we want to create a valuable for or health system, right? So create a viable in here. Click that plus sign on, then call it bowl Health. Right. Well, health on. Make sure it's valuable. Type is, you know, a float, right, and then compile and safe on. Remember to set the default value off or bull health to be ah, 100. Right. Okay, let's get back to our map on then. In here. Let's create a blueprint for or health system rights. Right? Click and then click blueprints and then click Actor on after that. Call it DP. Sorry. BP healing Bush. Alright. Healing Bush. All right, so open it up on day after that, what we need Let's first of all, add or wash into the view port, all right? As component. And then select static, static mission here. All right, on day after, that's let's call that one. The bush. All right. And then in the static mission here, please selected and select the Bush 0 to 0 too, right? This one, I think it looks nice. All right. Bush 0202 So select that one. And you see that it has been added to our view before sunrise on After that, What we need is to add another component on Do we want to add a static Michigan? All right. And that one would be one of the grasses. All right, so basically, just type grass on select one of them. I think I'm gonna go with grass 0 to 0 to again, Right? So, like that one, So I we need that grass. We only want to, you know, be able to make a difference between the ones that will give us health and the ones that are not doing anything at all. Right. So what? It is just, you know, create that grass again on after that, right? I think our bush looks a little bit, you know, it looks a little bit small, right? So in here in the scale. All right. In the bush type. Make sure this is selective. Right? This look is selected on type two, all right? And it has bean, you know, much, much better. Aunt on the grass in here. Let me call that grass as well. Sorry crap. Crass. And then make sure to make it 1.5, maybe. Yeah. Actually, I like that, I think. Yeah, I think that that's good, Right? So stick with this on deaf level we need to create is to add a box collider in here so that when the bull enters the books collider, it will be able to, you know, give us our health back. So at component and then type books collision. All right. So bring the books collision on to make sure that it is centered on Also bring, get up on and let's see if that fits all of the parts off the grass. Yeah, I think I think that is. That is cool, right? I think I like that one. Right. So compile and then safe. And then let's go to their even crab and type or coats. All right, So what we need is to in the event, except begin overlap. All right, so it says if it, you know, overlaps with the both if the ball interest that, you know, box collision, and then this will fire. All right, on What we need to do in here is to, you know, from the other actor in here just cast it to BP ball pound. All right. It means that if the other active actor that issue no entering the box collision is our bowl or right, if it is horrible, what we need to do is get health, get all health. And then after that, what we need to do is adds the bull health value with another value. Right? So how much do you want to add it? Each time it enters the you know, the bush, we want to add it, like 25. Maybe it's a good you know, value. So 5 25 in here. And after that, what we need to do is grab that being in here and then bring it up into here on type. You know, set bull health. So we want to set are all health back on, right? Let me grab those and connect it on. Then what we want to settle horrible health to Is this value that really we added together ? All right, so right now it looks a little bit like a crab. So let me crab reroute node in here on our reroute note in here as well, so that they look a little bit better right after. That's what we need is to, you know, we want a print, the value and see if it is working. All right, so after the sit, grab it and then type print, right, Prince, drink aunt. After that, connect this to together. Right? So remember that this is just for our deeper purposes, and we will delete those later, right? So compile and then safe and then get Let's get back to our map, cause that one on to go to a map on Oh, we did not add it right. Go to the Pro Bowl in here on Goto blueprints and then select or BP healing Bush on foot is somewhere in the map for right, So play it on. And after that, when we get into Oh, we cannot get into our Bush. Why? But in the top left corner, you can see that are full. Health is working. Alright, it's getting to 200 on 225 years. It's time it's adding 25 to it. But we have got a lot of problems in here. So one of them or both cannot enter the bush on the other one. Is that you know, our health has gone into 300 right now. We don't want that. We want only between zero and ah, 100 Right? So right now our health will be 350 I think. Yeah. Friendly. 53 under 75. So get back out of here. So, first of all, let's solve the problem with not entering the bush in here. So what we want to do is go to the BP Mediterranean plants in here on then go to the measures on defined or bush in here right. So select the bush 0 to 0 to because we will use that one right? Selected on then here in the collision part. All right, select the simple collision on DSI that you know, green thing. This is the reason that we cannot enter the bush. All right, so select the green part and delete it on after I save it. Aunt. Remember, we used that across a swell right across zero to Ciro Schu. So select that one as well. Go to collision. Simple collision on. Then select that screen parts and then delete it. Right. Save on, Get back out and slit seed. This time it should work. Yeah, but you see that over health is going to undress. 50 175 to hundreds. Tourist 25. Now, we don't want that. We want a better value for our health. So let's get back to the BP Volponi here. Um, what should we do? Know not to be people. Pound, go to the limit. Close that one goes a blueprint in air, and then ghost of BP healing bush. All right, So what we need to do is in here when we added All right, when we added 25. We want to check that. If overvalue it's more than 100. We will just, you know, we will just, you know, take hundreds. All right, So grab those and make space for it on then. After that. All right, cults and select this been so that they're not connected anymore on what we need is, you know, grab that one and type clump. All right, clam floats. Okay, So what? Klum flow does it make sure that it's not exceeding thes values? All right, so make the minimum zero on the maximum health to be, ah 100 on. After that, the return value connected to the ball health aunt. After that, compile and safe on. We should be good to go. So play it on its hundreds. It's 100 again on its 100 again. So let me do something. Got or be people bone in here on go the bull health on to make sure to make it like something else. That's 100 right? Make it 68 for example on then compile on Safe on. Let's see, it will be 93 on it will be 100 it will stay in 100. Right? So, guys, this was it for creating over health system. On in the next video, we will create or damage system where they cactuses in here. As you can see, this cactus assist these little ones, they will take damage from or bull. All right. So, guys, as always, say happy on. See you next video. 16. 2.12 Damage System: Hello, guys. Don't welcome back today, we're going to learn how to create or damage system unless started. Video. All right, So what we want to do is go to the B people pounding here aan den. We want to create a function in here. All right, so why do we need to create a function you remember we create is our, you know, BB healing bush in order to heal or ball on in there? We created the functionalities that we wanted to, you know, at our health. All right. But, you know, if we want to, you know, create two types off healing bushes. All right, if you want to create another type of healing mush, we will need to call all of the stuff, all right? Copy all of this stuff and paste it into the other blueprint and everything that we, you know, did. Here we have to do it again and again again in every type of healing bush that we create. All right, But we don't want that. All right? I want to show you another way. That issue no much simpler. If you wanted to create different types off bushes or things like that. So in this lecture, we will use functions, or I so that we can use them later in any type off, you know, things that they want to damage our ball. All right, so let's go to the baby Bull town and then click the plus sign in hair in the functions. Aunt, call it. Take damage. All right. Think damage and then compiler save. And in this take damage. What we want to do is we will call this function or right? Think of it like that in another you know another blueprint. We will call this function. All right. Whenever our ball hits the cactus, we will call this function on, and we will give it a value. All right? And we will tell the bull, Take that much value as a damage to your ball. All right, So click. They take damage functioning here on create an input for it on call it damage value. All right, So you want to get a damage value on make sure make it float on, then compile and safe. So after that, what we need to do is get or bull health in here. All right? Get the bull health on, then type minus. All right, Andi, think that one down into here. Connect them together. And then this time said the ball health, drag it into here and select Set the ball health and then connect those to set it to this value right on. Then after that, what we want to do, we want to We want to create an output in order to if you want to, you know, print it or things like that. We want to show our value. So just click the take damage in here on creating out with perimeter for it and call it you health. All right, so this will be their outsports, right? So connect those two together on. Here we go. So compile and safe. So what we did here again, when our bowl gets into, for example, the cactus and the characters will call this take damage function, and it will give us a value to take damage off that value so we can change the value in there. Right? So it will take over bull health, and it will take the damage out off it. And they said the ball health again on and makes a new output for our function. So compiled on the safe, unless gets back to our map and then fries click select Blueprint class and then select an actor on then type VP cactus. All right, cactus. All right, let's open it up. And then as component, we want to add a static mish right on an ecstatic miche. Let's name it a cactus. Right on. After that, in the starting mish, we want to select our cactus. Um, let's see which one we want to use. All right, let's go to our measures and see maybe cactus thing. That won't looks good. Yeah, that that one looks good. We will use Cactus Fife. All right, Okay. So go toward cactus again, baby cactus and then type tous. Right? So, like Texas five. Right? So after that, um, let's create a books collision books collision around it And remember to take it up on, I think. Yeah, I think that is that is good. But if you see I think because or cactuses in here are so small, I think that will be smaller as well. So let's right now. Let's make it Make sure that this is not the books is not a child off the cactus. So take the books and, you know, put it under the default seen route on. Attach it. All right? Right now they're not They're not child and parents. All right. Select the cactus on a scale. It it up. Maybe 1.5 on every side. Or maybe to let's go with two rights on. Make sure to make the books collision to be to a swell. Maybe two will work. Actually, maybe not too. In every side. All right, let's make sure that this has bean tract up. Well, I think we can shrink it down a little bit. Right. Shrink this down like that on Frink this down like that as well. Yeah, I think like this. It will be much, much better, right? We can also, you know, move it up a little bit to make it fit. Actually does not matter that much. All right? This is enough. So compile and they save. And after that, let's go today, even craft on create or functions. All right. So in here in the event actor, begin overlap. Right. So it says every time they both, you know, gets into that box collision. Right? But it is the same with a coin, right? So every time the book, if the bold will, you know, enter that books collision. We want to fire something. What do you want to fire? First of all, we want to check that if it is the ball. All right, so we want to cast it to BP ball punk. Right. So if it is a bowl, then what we want to do? We want to. As the B people pound, we want to call that function that we just created on the ball. Right. We want to called. Take sorry. Take damage function. All right, call the function. Take damage function, right. The the function that we just created in here, right? Take damage on. By the way, if you, you know, created a function like this on you did not know where you created that function. You can always, you know, double click it on. It will open in its blueprint. Right. So double click on. Did you see that? It has bean, you know, opened in the B people pound, and it's a function in there. All right, so we want to call the take damage function on How much damage do you want to? You know, take every time you hit the cactus, maybe 15 is all right on. Maybe we could change it later. Right after we take the damage, we will get our new health, and we will want to prince our new health. All right, Brits, drink on, then. You want to see how Maney health we've got right now? So whenever the bull gets into the box collision, we want to take damage. From that bowl on. We will print a string to see how much health does it have right now. All right, so compile. And they're safe on and let's go to Where is it? Yeah, let's go to in the role. Both folder. Go to the blueprints folder in there and put that BP cactus going to hear. Maybe it'll right now, it looks a little bit big. I don't know. Let's test it out. Right then. Blades on, you see, on the left top corner. You see that every time we get into the cactus, our health decreases, all right? And if we hit it from this side, it's not working because they were not entering the box collision. Well, we want to make sure that we solve this problem. Right. So let's see, what is the problem? So what else do you want to do is whenever we, you know, bump into that cactus we want to be, You know, we want a horrible to get an impulse and be forced backward. All right? We want horrible to know every time we hit it with will be forced backward. Right? So let's do that. Stop it and go to the BP cactus again. And after that, go to their even craft. What we want to do is in here as a BP ball pound. All right, What we want to do is drag it and call at impulse, all right? At impulse to this fear. Right. So drag that down and put it next to their on How much imposed do you want to add? Actually, we only want to add the imposed on the backward direction so the ball goes into the reverse direction. All right, so how we do that? All right, we will get our, you know, well gets or b People found on call. Get forwards. Victor. All right, get forward. Better off the arrow. This is the best one that we can choose. We can choose the others as well. All of them are pointing to the same direction. But you know, the the arrow is much better because it's always pointing forward. And we'll make our ball to point to the ARA. So just choose the arrow in here on, then. After that, what we want to do is right now it's getting the forward, victor. So what we want to do is multiply it by a minus number, right? So that it gets its reverse value. All right, so how we do that, we will drag that one on type. Multiply on. After that, we've got a multiply by an into jail. Right, Aunt? How much do you want to multiply it by? Maybe maybe something like negative five hundreds so that it gives a little bit off force and then put it into impulse. All right, so let's test it out. Let's see if that works. All right? So compile. And they're safe on goto our map again. And oh, it's not working. Is it working? I don't know why it's not working. Um oh, we did not check that velocity change value. All right, just tick. Tick that one, or I take the villa Sea change value. It makes sure that it ignores the mustn't everything and adds the force to the ball. So compile and they're safe. And then let's test that out again on yes, this time when we go into it on its make sure that it will put a force onto us. All right, so if we move, just spit will put a force on to us on something else that we did not do. Make sure that you go to the cactus five. The characters that we used in here Make sure to open it on goto our collision system in the simple correlation, make sure that you delete that collision as well. All right, that was the reason that it did not work so properly. Unless distant out on bond. Um, right now we are able to get into the cactus, and I do not like it. So maybe what we should do is, you know, you know, instead of having the default, you know, collision system that we delete it right now, we can create one by ourselves. all right. We don't want to be able to get into our cactus. You see, we sometimes can go through it. We don't want that. So what we want to do is go to our cactus again on then in here in the collision, right at capsule simplified collision. Right at that one on. Then hits are key on your keyboard on. Make it a little bit smaller, I think. Let me make kids. I think this looks pretty much nice. I think that is not maybe just move it a little bit. Um, a little bit more to that site? No, A ticket back? No, I think I think that is good. Right. So save its on, then go to our map. Unless test it out again and see if we can go through it. No. You see, Right now, we're not able to go through it on. It always pushed us back heart. All right. It is working just fine, and we cannot go through it on it is pushing us back from going into it. All right, So yeah, that's it. On another thing that we want to add before we want, we'll wrap up this video is, you know, at a little bit off motion to our characters, so that whenever we hit it, it will be like, you know, it will be, like, visible that we have hit it. All right, so let's just add a little bit off motion to it and see if it gives it a better look. All right, So, goto or bp cactus again on, then let me grab those and take them down a little bit on a dimples. Get out of here on the prince drink. Um, Lettuce day. All right, So after the prince drink, what we want to do is, um, get over cactus in here on. Then what we want to do is grab its on call, move to function, right. Move component to Not that I moved to just the move component to function in here. Right. Select that one on. Connect those together, right? Move on. Move on after that. All right, on where do you want to move that cactus into? So we want to, you know, just be able to move it down a little bit and rotate is around itself. So in here in the target relative location, make sure to, you know, type something like negative 15. Maybe on in the targets. Relative rotation, um, rotated by eight degrees. Right. So that will move or characters down on rotated around itself and after its, you know, moves down. We want to We wanted to get back up. So after the at impulse, what we want to do is get our cactus again on, then cold move to write, move, component To function again on 000 is just fine. So it will get back to its, you know, default place on, then connect us as well. Let's compile and then safe and see if that works, right? Yeah. So you see that every time we hit the cactus, it gets down on rotates around itself. All right, on then. Our damage system is working as well as you can see. Why the top left corner? It's being eight negative. Seven on negative training to is going down. But actually, let's change something else as well. Right? Let's get to the BP cactus in here on DSI. Where did we call that? Take damage function. All right, so in here, let me grab us on. Take them a little bit further on then in the print string and also the take damage, take them to decide as well. What we want to change is the damage value. You see that every time you damage 15 offer health. So we want to make this one a random number. All right. And then type friend. Um, so we will use theory random float in range. All right. So that we can give it a minimum value and a maximum of you, and it will gets a random value, and it will take our damage from that value. Right? So the minimum value must be like 10 on the maximum value will be trim t five. I think that one would give our game a little bit more life. So you see that sometimes it's giving it a little bit difference values. All right, so you see, it's being 40 points, and it's also given point values on. I think it's nice. Why not? So, yeah. So, yeah, Guys, we did it again. Recreated or health system on recreated over damage system on what else do you want to do? You will do them plate that. All right. So guys has always seen in the next video 17. 2.13 Environment Tools Part1: Hello, guys. I won't come back today. We're going to learn how to create our environment. So right now our environment looks on Lee White. Um, it does not look so cool. So today we will try to you know, craze an environment up looks a little bit better than this. All right, So, actually, what we do today is that I will show you the tools and the tips on how to create your own environment. And then after that, I will create my own environment. And then it will be an exercise for you to create your own environmental right. So I'll show you them. You know, the tools that you need to create your environment, and then you'll need to create your own environment by yourself. Right? So let's go to the video. So the first thing that we want to, you know, use in our environment is the geometry tools. All right, so let's see, what is the geometry tools? If you come here into the model spinal in here and then go to the geometry in there, you can see that we've got, you know, stairs. You've got Borg's Cohn cylinder and sphere and everything you can use those things in your environment. But let's see, how can we use them, right? Click that box in here and then grab it into your environment and then gets near to it, right? Right now we've gotta books like this. All right, on. And you can see that it has, you know, the different site. And it has. You know, this small vergis is right that we can select, actually, right now, I cannot select them. Right? So what we want to do is in here in the moats panel in here. Select the geometry editing motor. All right, so you see that this will be selected on and after that, after you, you know, click the geometry editing mode. Right now, we can select each side of the cube, and then, you know, if you select each side, we can, you know, grab them. You know, put them up, down. You weaken, you know, creates weird shapes, right? For example, I can create that shape or things like that. Let me control, See, to get back to the basic shape on and all right. So let's see what we can do to create a doorway. All right. This will be such an example that we can, you know, that will teach us what to do. Right. So, um right now you see that we can select faces and they move them on. We can also select Vatis ease and then move them up, down and to any other side. You see that this world creates somewhere shapes as well on. We can also select This seems or writes like this, right? We can also select aside and move it to wherever we want and create a shape. So let's create our doorway. All right, So, um to create or doorway of what we need to do is right. Right. So the first thing that I want to show you is the snap. Great. So let's see what the snap grade does, right? So the snap grid position is in here, for example, Right now, if I move this up, you see that every time it moves it up by 10 units? All right, so if I change that value in here that 10 right, 200 you see that it will move a little bit harder, But every time it moves hundreds units up or down or in any direction. All right. And that is the same thing for rotation as well, right? We can sit the rotation value in here, right? This is a snapping grid that we can use to create our environment. Right. I'm gonna, you know, said that to maybe, maybe 100 is good value, all right? And if you wanted to, you know, small values that they were not in here, for example, you can set it to one as well. All right, You can move there as one value, but if you did not want to use that snapping Great. All right. You can always, you know, enable or disable the snapping Great in hair. All right, so if it is yellow, it is enabled. If it is white, then it means is not selected. And it's disabled, right? So I'm gonna select it and put it back to Ah, 100 maybe. All right, so right now we can move it up. All right. But what if we want it, You know, to move it to the right side and left side as well. So think of it like that. We're creating a pillar in here, and then a top in here and in a pillar in that side as well. Like for the for the doorway. Right. So how can we do that? If I right now, move this to the right side. It will create that shape that I do not want. All right, so that means control Z to get back. So how can we create our doorway? Right, So we've got a tool that is called extra it, and it is a very, very powerful tool. All right, so if you see that in here right now, it iss selected edit. All right, so in the edit mode, we can, you know, just move the things around. But in the extrude mode, right, if we select the extra remote look at this when I grab it up, you see that it's going to create another side for it, right? So that we can, you know, move this side to wherever we want. All right? It's going to create aside a different side other than the one in the, you know, in the down part is gonna create another one in the upper part. So if I select the extra it again and then move it you know, two or three units on the right side. You see that? We've created some things, like a doorway. Right? It looks like. And then select the extrude again. Right? Make sure is selected. You don't have to select it every time, but just make sure that it is selected and it's not on the edit. Right? And then move it. You know, two units to that side. Maybe three units. I don't know. Maybe two minutes. All right, on then. After that, what we need to do is go to the down part and then select down part in here on, you know, extruded. Oh, make sure that you do not extruded two times, right? You can extradite one time till the ends off the, you know, end off the ground. Or you can extruded one time and then go to edit and move it. Downside. Right. So let me control. See that? All right, so right now I extruded it a little bit. So if I extruded again, you see that it is going to create two parts that I do not want, Right? So what I'm gonna do is go today at it on Just move it down so that, you know, it gets to the grounds. All right. Oh, this looks awful. Um, yes, something like this. Yes. Yeah, something like that. Right. Let me make it 100 again on you can see that we've created our doorway. Right. All right, so you see that we created or doorway in here. Okay, So let me show you another thing. Another way that we can create our doorway. All right, so let's get to, you know, move next to it on and go to the places in here on. Go through geometry in there on a grab a book. Stick it next to that one. At What we want to do is make sure that on, by the way, please, if you're working with a geometry tool in here, all right, with the geometry tools in there, please do not do this. All right? If you are in the place, moat, all right, on def. You scale it. You see that the material will skill with it, and that will create so stretchy nous and it will not be very good. So instead, what you want to do if you are in the place. But you can have the brush settings in here. If you select any geometry on, then go to the brush settings. You can see that we've got the X value on the Y value on this, their value as well. You see that? It's not stretched at all, right? The materials are looking just fine. But if I stretch it, you will see that it's gonna create some weird materials that we do not want. Right. So you see that right now? The stripes are small. All right, but if I stretch it, the stripes will be bigger. All right. But if I changed the values in here all right, the stripes stay the same. All right, on the material will not be, you know, stretched. All right. So make sure that if you are in this place, moat use their broth settings in here to, you know, give it a shape instead off skill in it. Right here. Right. So let me control Z on. What we need to do is right. So we wanted to create a doorway like that. How can we do that? Um, let's use the brush settings in here. Right. So let me see. Maybe This is like, um how much does it look like? The length. Right? Let's see if this is 200. 200 on. Maybe this is 400 or something like that. Yes. So that will be 800 right? So 202 100 on take over the US 400 on so weak we will make the fight. Why value in here? The green one to be 800. All right? Yeah, something like that on Thomas. Does this look like maybe I don't know how much we did it, but maybe it looks like 600 right? So the Z value, we should use 600. All right? And I think we did not move this up. Yeah, so they look pretty much the same. All right, so how can we create a doorway with this? All right, Right now it looks a little bit like a flat wall. All right, so how could we do that? So, what we have in here? You see that above the you know, X, y and Z values in the brush settings above them. We've got a brush type on the brush type. Contains additive on subtracted. So our days let me show you if you grab of books. All right. Grab another books and put it in here on then. Right. Let's make it. Um, let's make it four hundreds. Right on to make it 400 as well. All right. Thanks. Make it something like this. Yeah, I think that should work, right? Maybe not 400. Ah, yeah, yeah. If I grab it. Yeah, I think that will look right. So what we want to do is move it. You know, like this movie to the edge off the, you know, the doorway that we want to create on then with the with the middle book selected, um, select the brush type and make it subtracted, And you see that it's gonna carve out the edges in here, and they move that one there. And you see that we have created a nice doorway. All right. You see that we've created on my story. So what we had in here for creating or doorway, we had two options. The 1st 1 was by, you know, extruding the edges out on the other one waas to create a big box on. Then, you know, make another books inside it and make it's like, make it subtracted. All right. And also remember that we do not have to, you know, always use the boxes. We can use the consignor. For example, if I, you know, grab a cone and you know, what should we do with the corn? Let me. Let's do something weird. All right, So let me rotate cold on our Sorry. Let me rotate it with 90 degrees on. Then if we move the corn a little bit up on, I think right now it looks a little bit big. So what we want to do is make this Z value to be 150 right? And make the outer rod used to be Ah, maybe, I don't know, maybe hundreds, all right, and move it a little bit up. I think. Right now it looks it looks weird, but, you know, you'll get the idea, right? So just select it. And, um, where is the brush size here with the brush size and make it subtract Ivo and you'll see that we've got a I don't know, it's that shape, but we created a great shape in here. Let me make that 50 and then of it. My death. All right, so you see that we created to doorways, All right? One of one of them is with the extra mode and the other one by just using the, you know, the brush type off additive and subtracted. And you see that we created a nice shape off. I don't know what that shape is created that of the second doorway. All right, so thank you, guys. See, in the next video on the next video, I will show you some other tips that we can use in order to create our environment on may be in, you know, two or three other videos we will start our environment on. Please make sure that you get used to those, you know, editing geometry tools. All right. They added the extra two and things like that. Please make sure that you get used to them so that you can create your own environment. It's basically you know, the same every time. You always, you know, in ah, which crab a boxing here on. Then you'll move it up on, then go to the geometry. And there you select the side and you might move the side to make it a little bit bigger. Or you might create an extra so that you create another face in there and then, you know, movies and gain create a extrude and again create an extra on. I don't know what that shape is. It looks like a so whatever. All right. So, guys, I hope you learn something today. So see you next video. 18. 2.14 Environment Tools Part 2: Hello, guys. And welcome back today we're going to learn a new tool for creating or environment. So first of all, what we need to do is, you know, go to the marketplace and download some environment tools that we can use to create our environment. Right. So go to the epic games launcher on, then search for this package. Infinity blades, grass lines. Right, Infinitely. Blade grasslands on. Then in here, it will say free. All right. There will be a button in here which says free. So click the free button on. And after that, click the act of Project button and then click the rolling, Bold project that we created on that to project. So we will wait a little bit late. Loads on. Come back later. Right now. Mine has finished on slim it. Close that window on. See if it is in hair. Yes, In here you can see that it has created a new folder which is called infinity blade grasslands. Right. Go to the infinity blade cross lines on, then go to the environment. After that, go to planes on, then go to the e N v planes. Flora. All right. On static wish. And then you see that we've got, you know, some new other plants that we can use. I think this blunt looks, you know, looks great for our for our healing bush, right? You can see that. It's it's also, you know, moving with the wind. And I think that this will work with our healing brush. All right, so this one is called sm planes for zero for right. Just open it up and then make sure that it has no collision How we do that? We will select the collision here on select the simple Collision on we see that it hasn't got, you know, any green stuff around it. So that's perfect for our game. So close that gap on in the BP healing Bush by selecting the bush in hair. Um, select the static measure search for sm assim planes fern for All right. So click that one and you'll see that it's gonna be in here. Right. So, um, right now it looks a little bit big. I think you remember. We made the scale to two earlier. Make sure that to make it one again. All right, on. Yeah, I think right now, It looks great. We could, you know, make the box collision a little bit bigger. But now that's fine, right? Just compile and in safe. And let's see that. How will that look? I think this is much better than the other Bush. We didn't, you know, use some particle systems around it later. All right, so just pause it on. So the tool that I wanted to talk about was the foolish tool, which is used, you know, to put grasses around your environment. All right, so in here, in the most panel, go today. Foolish tool in here. College on. Then you can see that in here. We can, you know, drop some foliage is that we can place them around in our environment. So what we need to do is, um, select the SM planes, friend one on, then hit control and then select the first to and for three together this street, not the 4th 1 All right. Remember the 4th 1 we used for our healing bush? We don't want to, you know, mess around with our players, not knowing which you know which one. Hills you All right, So, um, select the fern 123 and then grab them and put them in here. Right on. Then what else do we need to do? Um, on? Then go to the PN Mediterranean plants on, then go Today meshes on. What we want to do is, um you know, we can use these things. All right, so select the flower. Um, select that cactus, select some some of the bushes in here, right, And then just grab them into the forage in there. All right, so let me make sure that there is enough room toe work around. Uh, you can see that if you are in the fall ish, you know, foolish tool. We can see that there is a circle right in our environment. So what is it used for? Um, it's used for, You know, basically creating foliage is around our environment. All right, so make sure that that's over. Kill. It's right now I overkilled it. It's a lot off. It's a lot off, you know, follow edges around my around my environment. So let me control Z. All right, on. You see that? What is what is this? Used for is, you know, make the brush size a little bit smaller. And then the day steam, make sure that it issue no 0.30 point two or something like that, and you can see that we can, you know, we can draw or plants into our environment. You can see that right now. Every you know, every plant is in here on if I play it right, If I played on and get into the plants in here, you can see that every type of the plants that we put on the left side it has been created , all right, but because these, you know, because this ones are a little bit bigger, this one's because this ones are a little bit bigger. They are, you know, seen much, much better. So what we want to do is, um, by the way, you can hold shift on, then click to delete a plant in your environment. So I'm gonna delete all of them, and then what we can do is in each off the, you know, plants in here. You can select the plant on, then bring up the details in here on. It has a density in here, so we can, you know, reduce the density to be 10. Andi, make sure to make that one tennis Well, on the one tennis wells on right now. If I, you know, create my environment, you can see that the bigger ones are much, much less visible right now. So if I play it so we can see that the bigger ones are much, much less visible than the other ones, right? I'm, for example, you did not want, you know, a certain type of brush. You can always, you know, delete it and then added later, you can always add them later. All right, So delete this type and, you know, delete that type to lead that type. And then right now, if I do that all right, you can see that only this tree will be created. And also here, it shows. You know how much off this one has been created. All right, so the instance count in here is 14. It is 132 in here on 122 in here. So these are created by these numbers, all right. On something else that we can do is that we can you know. You see that right now? They're heights are all the same. We can make their heights something like a random number so that some of them are smaller on some of them are bigger. Right? So let me go. That s implants, Fern on. And, you know, just come down in here and you can see that in this scale, X, we've got minimum one and maximum one. So we can, you know, make the scale x to be maybe 0.5 on, then the monks who make it three just to be a little bit noticeable, right? And then let's create something in the air. So right now you can see that some of them are much, much bigger than the others. Right? So that's how you can use you know, this foolish system in your environment on, you know, create some grasses around your environment. What we have in here is the density on the minimum and maximum height on the scale X for, you know, every plant that we have on also, what we have is in here. We've got the brush size on their pain density. So if I, you know, make the pendants the a little bit, you know, smaller, like 0.1, you can see that it's gonna create less plants in the same place. But if I, you know, make it something like 0.8 with the same amount off grasses, you can see that the grasses will be much, much more. You can see that the density in here is much, much bigger than the density in there. Right? So right now we can hold shift and then deletes everything around here. All right, so that's how you'll create your plants. All right, So make sure that use as much plants as you want. We've got, you know, different charities in here and also in the infinity blade grasslands, right in the environment and planes, then flora, Then a static measures. And also, I think, in the floors, we've got some of them a swell. Just go to these folders and you'll find them, all right. And make sure that you do not use a lot off plants in your game. All right? So maybe use 100 off types off plants, but you create Onley 100 plants. That's OK. But if you use, you know, Onley one type and you use 1000 times, maybe that will create a problem for your computer because, you know, grasses are a little bit harder on the computer because, you know, sometimes grasses, maybe an overkill on your computer. So just make sure that you do not use a lot of crosses in your environment. For example, if I you know right now, if I click it on, it's gonna create a lot off grasses that will need to be calculated every time my the computers to that might create a problem for the computer. Just make sure that you do not use a lot off grasses in your environment. All right, so, guys, in the next video, we will start creating our environment, and you'll start creating your own environment as well. So prepare ourselves for a challenge. All right, so I hope you learned and you think today it has always see in the next video, but by 19. 2.15 Creating The Environment: Hello, guys. Don't welcome back. Finally, today we're going to create our environment. So let's start a video. Um, First of all, just click their floor in here on deleted. All right, on. That's that's, um you see those two doorways that we created earlier, you know, keep them. We will use them later, right? Just grab that one and delete it. And also remember to grab this the corn that we created in there just deleted as well on Just click both of them and they move them aside. Andi? Uh oh, my God. What did I dio? All right, So you see that in here right now, this one is not like a doorway. And that's one. It's not like a door is Well, because, you know, it has been cut ID through here. What did just happen? Just control Z to get back on. Did you remember that? We created a subtracted books in here to create the doorway, so we did not select that one as well. All right, just make sure in here made Let me grab that one, right. You see that? We've got books. Brush three blocks, brush to on books, brush one in here. All right, this is the box brush one, this is two on This one is the 3rd 1 right? So what do you want to do is make this make the books brush to and then books brush three. Make them a group so that we can move them together. All right, so click both of them click books, brush to and then control. Click the books Fresh, three on, then right click and then come down here and select group. All right, so right now, this too are grouped together. So whenever we move them this time, it will not make a weird. I think so. Select both of them on, then just grab them aside. And aunt. Right now, both of them are fine. All right, so let's start creating or environment. What should we do now? Let's go to the basics in here, in the most panel, going basics and bring a cube into over environments on. Then just make it, um, to be centered. Make sure that it's centered making 000 on. And right now, these things are annoying me. All right. Make sure to delete those if you haven't right thesis things. I just select all of them and delete them on. And also select those coins. Maybe Andi, move them aside. All right. So make sure or Cuba is selected on. Then select the scale value. Make the X value to be 35 on the why value. Make it something like 10. Maybe onders that volume. Make it 0.25. Andi. Yeah, that should work. So what I'm planning to create is something like, um, one of those, you know, doorways will be in here like this. Right on. Maybe just a little bits. Further now, maybe something like this. We will start our game in here on. Then we will come down to here. Aunt on both sides will be plants and trees, maybe, or some grasses on weaken. Go through that door on then. On the right side, we will go to our castle. All right, so let's start making it. Um, grab another Cuban here. Andi, make it is X value on the scale. Make it 16. Andi on the Y value. Make it 160.25. And on the said value one is just fine. All right, so make that want to be to decide on. Yeah, I think that's good. So grab the grab the doorway into here on maybe 35 waas a little bit big. Make it something like 30 on. Also, make sure that to move this to into here. Yeah, I think I think that walk, all right, on what we want is to duplicate this. So old. Select that one. All right? And then also on and move it to this side. All right. Yeah. Having this will be just fine. Right on day after that in the moats panel, go to geometry and then grab a box into our environment on maybe put the books into this site, right? Let me make the snapping. Great to be 10 on Move. It's something like this on then, um, go to the Germans radiating tools. And then what we want to do is select the, you know, up face on, shrink it down to be something like That's Yeah, that should work on Select the backside, right. Move it until here on. Select the other side. Aunt. Move it until terrorists will. And let's see if that works. Um, yeah, but we did not move this into the right place. Let me move it to hear on. Then select that. Make sure to be in the place panel to move the whole objects. Andi. Yeah, I think that that would work right on. Right now, you can see that our books is in the ground. So what we want to do is grab. It's up on then on our keyboard Hit the end key. All right? Hey, Danske And it will stick to the ground like this. All right, on right now. I think it is a little bit bigger. I think so. Just go to the gym. A trade think panel on the geometry editing tool. Sorry. And then select the up face on. Make it a little bit smaller. Maybe something like this should work now. Maybe a love It began. Yeah, something like that would work on. What we need to do is go to the geometry, grab another books and put it in here on. Then got the geometry editing tool again on grab. It's make it a little bit smaller on. Make sure that we make a room for its select that side and then select the left side on and yeah, that would work. Grab. It's make it a little bit Vega. Let me select that face on and then crab. It's till the end on Jim. That would work. All right, Just go to the place Smart on. Um, come to here. Make sure is subtracted, not additive on. Then just crab it down so that it will cover out the edges in here. Yeah, Right now, I think that looks very good. Even if I grab it a little bit more. No, Maybe. Yeah. Maybe this is fine. All right. Okay. So what else do we need to do is make sure that this books five on the books for these two are made to the same group, so select both of them. The books brush for a five on what we want to do is right. Click and then group them together, All right. When you group them together, just select one of them and then hit out on your keyboard and grab it to the right side so that we can create another one in right side as well. Right? So he created both of them, but what we need to do, actually, I'm planning to have a button in here so that we can open the door. So right now, we will need to make this one a little of its smaller right. So select the books. Brush 677 This group. Select them on. Make sure to ungroomed them together. All right? Just on group them to edit them. All right, on then. Ah, what we need to do is go to the geometry editing tool on and make sure we grab that face and make it something smaller, like Thetis. Right now, you can see that it's gonna carve out that issue too, Because what we did is you know, we grab that box and we did not grab the book. Seven. Right? Make sure to grab the books for seven on Select that face as well. The subtracted one on and yeah, I think, yeah, I think that is just fine. Right. Go to the place modes. Select both of these. The six and seven on. Make sure to group them. All right, so that we do not miss them later. All right, Aunt. Right now I'm gonna give them a material. So what we need to do is, um, you know, just go to the contents folder in your project on then, um, select that filters in here on select the material. So what? That does issue? No, it goes. Sorry. It goes through. All of the folders in here on brings up all of the materials that are in these folders, right? It's gonna, you know, select all of the materials on shows up in here. So which one do you want to use? Um, maybe something like this. M a ground, right? Grab it and use it as the center in here on. Also, grab it and use it as the center in here on what we want to do. Let me close that one. Go to the robo folder, go to the assets we created an M white one. Make sure to, you know, make them y two b the sides off that one. Right. Um, you can always, you know, create another material for it, but I'm just gonna use this, right, um, and white on and use it for all of this size and this side as well. Um, yeah, I think that looks good. Right on. Then what I'm gonna do is go to the foolish tool all right. On. You want to add some forages into our into our ground, so just you know. So what we want to do is go to the PM Mediterranean plant and then go to the mess in here on, you know, just select some of them. So, like that want that I want on select, maybe the one that one and that one and then grab them into here on What we want to do is make sure that this are all selected so that it's will create them on right now. Or brush. Size is a little bit big, so I'm gonna make it smaller and also make the density smaller as well. Make sure that this is not that big. Right? Or not like that, maybe 50? No, maybe hundreds. There are 100 will work on. Make sure that the density is maybe 20. Those are sorry from 0.20 not 20. And then, you know, create them on also, right now you can see that some of them are, You know, like this one. It has been created in here. Make sure that these things won't happen. We will make sure that this won't happen all right. Just, you know, right now, make it on and yeah, something like that. So for the ones that have been created in, ah, in a bad place, just click untold shift on your keyboard and then, you know, make sure that you delete the ones that are not in a good place. Right? Andi, after that. What we want to dio Um, so right now we've got you know, let me get out of this all rights right now we've got these two doorways. All right? So which one should reuse? Um, actually, you know, both of them look good, but I think that this one will look better. So we're going to use that one. But I will need this one to show you something. Right? Um, what we need to do, ihslahm it's go to the contents folder and then select the material in here again, right? Or if we can always, you know, go to filters and click that material too high. It did or you know, so, like that one on and what we want to do, ihsaa which material should report to our go away, maybe Something like like that one. Right? So grab it, and then could it know that before? Looks very bad. This one? No, the one, Um yeah, I think this one is better. All right. Just grab it to their on and crab that want to hear a swell until not, is that right? Now we will have to, you know, put that break material to all of the faces in here. All right, Because we've got, you know, lots of faces. Andi, if you look at them, let me, you know, living crab, those spot of them, and crab them to another side so that we can see them better. Right? If you see that, um, this one has bean perfectly created the material. Looks just fine about for that one. You can see that this one goes from left to right. This one goes upside down, and that one is upside down. This is left to ride left to, right. You see that? The material does not looks any good in here, right? So because you know, these two are not matching, and these two are not matching. So for an example like this, what we want to do is, you know, select all of the faces. All right, that are you know, Sorry. Let me select all of the faces that are in this store way that have to face the same direction on then, um, in here, in the geometry alignment. Make sure to select the align surface planner. Right. So if you select that right now, you can see that it's, you know, it's materials are facing all at the same direction. But you know what's were using? We're going to use data fun, all right, Because this one has six faces. 12345 faces just in the front. Right. It has life thought that it was six. So this one has five faces just in the front, right? And also in the back as five in the left rights and I don't know. So that's why it's gonna create, for example, five materials just for the front. So we don't want that. It's gonna be an overkill. It will not look good for our game. All right, So what we want to do is just delete that one. I just created this to show you that we can you know, whenever we created something like this, we can we can align the materials in here. I just select that one and everything will be fine. All right, So delete that one right on, then. Crab this one on and take it to here. Make sure it is in a good place. Maybe in here, it would look fine. Um, just a little bit to that side on. Yeah, Everything looks just fine. Onda also, um, what do you want to create is to create a box in air, so go to geometry on, bring the books into here off right now because I selected that material is going to create it with this material. Um, all right, That's all right. You'll change it later, right? Just grab it down, Andi, Maybe ticket to this side and that side on. You know, be free to create your own environment. I'm gonna create my like this. Just be free however you want. I'm just gonna show you. You know, the things that I'm doing so that you know, you can see how to, you know, create your own environments. All right? So just do them by yourself, all right? However, you like them. Okay, So grab that. Want to hear Aunt go today. Geometry, editing tool on and crab that face make it a little bit. We get that faces well, on that face us. Well, um, we did it on. Then go to the Roble and assets. Let me create a new material. Um, What material should we give this? Maybe yellow, Right? Just type m. Sorry I m on, then. Yellow on. Open it on, then Hit three on your keyboards on. Make a texture. Grab it to the base color and then open it on. Give it a yellowish color Like this. Ah, not like that. Maybe something like maybe something like that, I think. Yeah. The moon will be good. Just applied on, then. Safe on. Get out of there On What we want to do is to, um, go to the place, Mort and then grow up or hello. Material owned. Two here. Right on for the sights. Ah, What I would like to give it is the m one. I m a ground, right. Just give it to this size as well. That should look just fine. All right, On also, where is our place? Start? We want to start in here. All right. On and, yeah, they're starting in here, but we are facing the wrong direction. We want to face that direction. So what we want to do? You see that little arrow? The yellow arrow? It should face that direction. All right. Just crab the one on. Make sure to rotate. It's 180 degrees right on you. Right now. It should work just fine. Yeah, it looks fine on drive it. I love it to this site. And also, what do you want to do is to create something so that, you know, weaken, go down into there. All right, Onda, also, I'm going to create a box in here, so Yeah, let's do that now. All right. So I created my environment like this, right? And I'm gonna continue to create my environment and make sure that give these a material. All right, I'm gonna create my environments like that and also, you know, create a castle in this size on. We will, you know, in the upcoming videos, we will create platformer is that we can, you know, move up on them and go to our castle. And also maybe I'll create another place in this side, right? Just make sure that use the tools that I told you on Take. Maybe something like on our or two hours to create your environment. Just create a nice looking environment based on your you know, your imaginations and your likes. And also make sure that, um, you go to the infinity blade grasslands on. Go to filters on which filter do you want to use is the static mesh. All right, bring up the static mish on by using the's static measures. Create your own castle in the other side's off. You know this, um, this environment, all right, just use thes tools, all right? You can create loss of things with that You can create, you know, grab. Uh, you can create stairs. You can create walls. You can, you know, create a box on your gun. You can use everything in here. All right. Use everything in here and then create a world for yourself. All right. I'm sure that you'll be able to create a nice looking environment using, you know, the stools in here. Just make sure that to use them however you want, All right, create a nice looking environment by using this static missions in here. Right on. Then go to the next video. All right, Just make sure that spend an hour or two to create your own environment. I'm sure that you'll create something freely, really? Mice. So I'm gonna delete all of this right now because I do not need them. All right, Um, So, guys, I created this part off the my environment, and then I'm gonna continue to create my own environment. Just make sure that you create your own on, come to the next video, so create the environment with these things and make sure that, you know, you make a screenshot off your environment and send it to your friends. So to let them know that you're creating something, Crate. All right, on also, if you can publish it with us. All right. I hope you guys learned something new today on a zoo. Always see in the next video. But by 20. 2.16 Environment exercise: Hello, guys. And we'll come back in this video. I just want to show you what I created and how my environment looks like just to show you that What? You know what to expect and what things we will do next. All right, So what I did here issue No, I just created a cube so that we can start in here and then something like a slope that we go down on it on three coins on there on the slope. And then, you know, I created two sides off clients on a doorway in here on a cactus in there, Aunt. Also after that, we will have Ah, you know, we will have an air force in here that will push us up into you know that's Cube aren't after that. I have two sides. This side will be my castle. On the other side is just an environment that I created by dragging and dropping. You know, the things in here. So what to expect is that in here after, you know, we jump onto this cube with the Air Force, we will have some moving platforms that will get us into our castle and also get us to that side of the environment. And after that in here, What we have is that, um you know, we can go down in here, and we can also go up in here on if we go up, we can see that I left something like, you know, like a square books which will be, you know, we will create a trap. All right, on whenever or both gets over the trap. All right. The bulls will move down on the trump, will be opened, and the ball will come down into here, as you can see right now, because I did not put lights. We will put lights later, all right? Because I did not put lights into my map right now it looks on Lee like a dark place. All right, um, I can see anything. All right, We will add lights later on. And after that to, you know, get up from here. We will have on Air Force in here as well. That will push us up into here on after that. We have, you know, hailing blushing here on some coins, and then we will have to cactuses in here. I just rotate It's one of them, you know, just rotated like that just so that they do not look exactly the same on By the way, there's another thing that we can do. For example, we had to two of them that looked a little bit similar. We don't want to, you know, our players to see 22 things that are, you know, exactly the same thing. All right, so just right. Click it on, then go to the transforming here on, then hits mirror X. What that does is just, you know, mirrors it from the from the sides. All right, all right. On. After that, we've got ah, doorway. I'm planning to, you know, put a button in here that we can push it and open the doorway again, and we will get to our castle right now. Our castle does not looks. That's great. But, you know, I just created there, you know, the castle and the environment just to show you the features. But, you know, go ahead and spend your time however you want. Just create a good looking environment on. I also created that statue in here, which you cannot see because off the lighting right now. But don't worry. We will fix that later. And also in the platforms in here. You can also go to that side on in that side. We will have you know, again, two ways off the plants. I added those plants as well, which are in here where our day found them in here. Um, yeah. You can see that there are different plants that we can put them in here. And also batch one on that one. Yeah, This too. Right? You can put them in wherever you want. Just let me make them look a little bit good. Yeah, that's fine. And I added some, you know, random stuff in here just to show that what we have right and created a statue, aunt. Also that thing that I do not know what to go. All right. So I just created my environment like this on. I just wanted to show you that we have a trap in here and we will have four sons and we have platforms. And just to show you that, what to expect in the upcoming videos, right? Please go ahead and create your you know, your environment on If you can publish it with your friends, make a video, make a screenshot or, you know, publish it with us if you can on this will be an exercise for you. Please do it and create a nice looking environment for yourself. Thank you again and see you in the next video Chou. 21. 2.17 Creating the Door Blueprint: Hello, guys. And welcome back today we're going to learn how to create or door in here. So basically, what will happen is that we will create a door in here on. Then we will have a bottle in here so that whenever or ball comes and get over the bottom, the button will be pushed down and our door will open. Are you know, order will go up? All right. But before we do that, actually, because we created our environment in the last video. So right now our world will needs a Brill's. Because if you do not build it, um, you know, sometimes maybe an FBS drop will, um actually, let me show you something. So if you, um, hit tilt on your keyboard right, this thing will come up that cmd command. The council comments, right? If you hit tilt, it will go on, you know, come back. Come back on. If you bring it up on type stats FPs and then you'll be able to, you know, see your FPs in here right now. My says 120. There's a limits in a real engine. The maximum limit is 120. You can also change the maximum limit to 200 or any number that you want. But, you know, by default, it sets 220 on frightening. You can see that mine is set 220 sometimes you may see 80 or things like that. Um, if you can see that this message on your view port, you can see that it sets lighting needs to be rebuilt. So if we rebuild it on, this message will be gone. So let's just build it on. By the way, the real time might take a little bit based on how many things you put into your environment. All right, so just what do you want to do is click build and then wait a little bit till it finished? All right, so the builds for me has finished. As I said, it's gonna take a little bit of time based on how many things you put into your environment and how fast your computer count run. It's based on those things. All right, on, you can always, you know, have that FPs in here so that you can see And also if you want to hide it again, what you want to do is just hit tilt on your keyboard and type stat FPs again and it's gonna hide. But why not want us to have it? All right? Just tilt on, have studs fears again. And by the way, if you want to see, um, how much it's forcing on the GPU on the CPU or things like that we've got we've got something else as well. We can hit tilt on, then types that unit right on you can see that is gonna show you the GPU draw. Game game is the CPO, I think on the frame and everything. Right? Okay, let's hide that stat unit again on a slow start creating our door in here. So what do you want to do is go to the Royal Ball folder and then go to the blueprints and then right click on, create a new blueprint class on select actor. What you want to call this is BP. Should we call a door or gate? I don't know. Just call a door. All right, baby. Door on it should be fine. Open it up on. What we want to do is, you know, have a door and then have a button alongside with each other. So what we want to do is add component and then type static mish and then select. I want on. Call it Gates. All right, then we want to bring their static mish off. Um, I think it was a sim planes. It's, um, Plains Castle. Arc Eireann. Right. And then compiling safe. So we want to do is go to the at, confident on, then type static measure again, and then create or bottom name. It's but soon. Sorry, Watson. And then right, so we don't have anything that is, you know, near to a bottom. So I'm just gonna use the static mix that we used for our coin. All right, so just type coin and then use that static measure as a bottom. Right? So, um, that looks like a button. I don't know. Just move it. Move its to decide. What am I doing? Just move it to this side and then moving to that side. Maybe on 10. Um, let's create a material for it. A swell. Just go to my pawn, go to the assets folder in here, and then create ah material for it on then type M. Redd's. Then what do you want to do is hold three on your keyboard and then grab it's on, put it into the base color and just create a nice looking Fred's button. This is pinkish. Yeah. Maybe something like this would do. All right, Just apply, and then save it, and then get out ofit on in here in the materials type reds on. See if we can choose that. Um, no, I think that will be cool for our button. Right. All right. So what do you want to do? Is, you know, create a box collision on the bottle so that whenever our ball gets into that box collision on our bottom, the door will open up. All right, So click the button in here and there at components and then type box collision. So you see that if we clicked something and then added a component to it, it's gonna create a child for it as that component. Right? Just make sure that the box is the child of the bottle. All right? And then make sure that the box collision is moved. Um, a little bit up, Um, so that you know, it's centered let me show you what we need to dio. So, for example, if we go to our world on, then you know it's our door into the Oh, my God. Right now the door looks really, really small. Waist like that, right? We're gonna, you know, fix that as well. So if our door is in here, what do you want to do? Is, um let me just make it, make it five times speaker. Oh, my God. All right, make it's ah, three again, right? Yeah, something like that, Right. We'll fix that later. Right? So what do you want to do? Is you see, that's right. Now, if I put my door into the environment, you see that our button goes into here. So if I, you know, move their button in here a little bit to the left side, it's gonna be in there. But I'm also planning to, you know, use that door, that same door in here. All right, that same door in here. So just think that this is as big as the other one. All right? So if my door is in here, I don't want the bottom to be next to it. right. I just want the bottom to be somewhere else. The bottom that you know. That's red bottle. That red button, right? I wanted to be in here not right there. So what do you want to do? Is let me make this one big Aris. Well made that 13 on. Do you see that? Our button is getting to here right now. I cannot move the bottle, all right, Because what of them are the same thing? If I move the button, the door will move with it. So what do you want to do is solve this problem and, you know, be able to move or button to wherever we want. So how are we going to do that? All right, let me delete that door on. Let me delete the other door as well. All right, So how can we do that? Um, let's see. So right here we have got the construction script. All right. We had the report. We had that even graph where we wrote all the forecourt on in here. There's something that we haven't touched yet. Which is the construction script. All right, so basically what the construction script is it says that whenever this object is created, all right, whenever this door. All right, this blueprint is created. Do the things right here first, and then create the blueprints. All right, so us it's name says it's a construction script. All right, So what that means is that whenever the you know they object or the blueprint or anything like that, it is created. It's gonna be created with these rules in here. All right, So the things that are being created will be on the rules in here. So we want to, you know, put a rule in here that says that lets us, you know, to change the location off this button. Right? So what we're gonna do is go today construction script on here in the variables. We want to create a new variable and call it, but in position right on to make sure that the valuable type is a vector. All right, so Victor is used for placements. All right, So compile and then safe. Just make sure that they brought in this position. The default one is, you know, zero and 200 0 Something like that. Just, you know, just make sure that it's not 000 We want to see the things that we do. Just make it 0 200 0 on. Then what we want to do is here in the bottom position. Make it public, right? Hit the I in here. Make sure that the eye is opened so that if it is, you know, if it is public, we can agitate in here in the details, but else, right? So go back into your BP door on. Then what do you want to do? Is with the button selected, right. Make sure that the instance creditable is clicked on. Also, what we want to do is click the show three D widget, right, Then compile and safe on. Let's see what we have done. Right? So with creating the door. All right, um, limit rotated again. All right. With creating the door. We've also created something else, so you can see that we've got the door right now. Let me bring it up. We've got the door right now. We've got the button and we've got also something in here which says bottom position on we can, you know, move it. We can rotate it we can do everything we can, not for state. Of course. It's a position. All right. We can move it to wherever we want. All right. We can also rotate it if you want to, but we don't want flotation. Alright? We just want to place it in somewhere that we want. All right, Um, you see that? We can, you know, change the bottom position. So what do you want to do? Is now tell the construction script wherever that bottom position is moved our bottom to that position, right? So spawned our bottom in the position off the bottom position that we created right now. All right, so how can we do that? Um, what do you want to do? Is in the construction script. Get or bottom in here. All right, on then. Grab it on. Type set. Relative location. All right. Said relative location on. Then click it on. Make sure to connect those on. Also, what we want to do is grab the bottom position on select, get the bottom position, and then connect them together. So what? This does make sure to hit, compile and safe? It's pretty much self explanatory. What? This does is gets the bottom right. And then it sets the relative location off the bottom two. That bottom position. Right, So it gets the button, It set this relative location to the door. All right. You see that? The door is in the original places in their 00 place. All right. It sets their location off the button right relative to the position off the door. The door is in the 000 on or button relative to their door will be positioned in that, you know, bottom position. Place. All right. So just hit, compile and then safe, and then go to your map on. Do you see that? Right now we can move our button to wherever If we want. We can also move it up and down and move it to any place that we want. And the button will be. They're always all right. Just make sure that to, um Where is it? Yeah, just make sure that to make that one scale to maybe two or three at dinner, maybe to no two is not good number. Make it three. Right. Um, it's a little bit huge, but it will do its job. All right, Just move the button into here on then move it down on. Let me see. Um, yeah, yeah. Right now, or button just looks a little bit thin. I'm just gonna, you know, go and make it a little bit thicker. Just select your button and then skillet up to be, um, Skillet on the set. Access to be. Make sure that it's not selected to be 1.5, maybe. Yeah, something like that. This looks like a button much more than the other one, right? So yeah, that looks great. On know, what we want to do is to create the functionalities. That's is whenever or bold comes to that button, it's gonna open the door. Right? So let's do that now. Go to your BP door again on, then got the events graph. So what are we gonna do? Is from the event actor begin overlap. So whenever or bull gets into that box collision, this is gonna fire on from the other actor. We want to make sure that the other actor is our wall. First on, then what do you want to do is to cast it to BP Bull town, right? First of all. You want to cast it to be people found and say that if it is the bowl, then do these things, right? So what do you want to do if it is the bull? We want to get over bottom in here on. We want to push the button down. All right, so get the button on, then type move component to. All right, move component to on, then connect those two together. And where do you want to move our bottom to? We just want to push it down a little bit. So how do we do that? Um, you remember with the with the bottom position. We've got the position that the bottom is said to, so we just wanna grab the bottom position, get the button position, and then right click on it and then hit the split struck pin. All right, so right now it's gonna make it button position X and Y and the set access right? And in here in the most component to what we want to do is just right. Click and then splits. Trucked Penis Well on. What do you want to do? Is, you know, connect the X value on the Y value on. We just want to You see that bottom position? We just want to, you know, take it down a little bit. So you see that if I take it down, you know it will show something like an animation that it has bean pressed. All right, let's make sure that is sure again. And then go to the event craft on from the zit axis. We want to type negative so that it will be a float minus float on. How much do you wanna? You know, move it down. Maybe five minutes. Just make it minus five and then put it into them. Said location on. What else do you want to do is to move the gates up, right? Move the door up. So if we want to get the gate on, then we wanna type move components to All right on What we want to do is to connect those on. Say that we're Do you want to move or gate? We just want to move it up a little bit and we will type something like 50 maybe and then hit. Compile on, then save it and see if that works, All right, Just play it on and let's see if it works. Um, so the bottom will be pressed on The gate will be opens, aunt. Right now, you can see that the button will be pressed so much that we cannot no longer see the button . So what I'm gonna do, I'm just gonna, uh, you know, decrease that value. Two, maybe three. Then hit, compile on their safe on receive that. Which work? Yeah. You can see that whenever I push the button. All right. The bottom will be pressed this much. I think that is enough. All right. We don't want anything more than that we don't want or what thing to be moved a lot down so that we can no longer see it. We just want to see it like this. All right, on our door will be opened that we can go to the other side and we're free. All right. So let's see a recap off what we did today. What we did is we created a blueprint. A BP door blueprint on what we did is we created a gate in here on. Then we created our bottom with a static measure and it had a box collision in it on. After that, we created a bottom position variable in here, which was a vector on. We make sure that it is public on. It's also, you know, we clicked the show three D widget to see that widget in hair. You see that Ridge it in here? This is because we selected that show three d widget. This is gonna appear so that we can, you know, move it to any place that we want. Right? So how did we create that? The the bottom should move with there with the three d rigid. How did we do that? We went to the construction script and then grabbed or botany here and then said It's relative location to the door with the bottom position that we created in here so that whenever our door is created, always or bottom will be in the same place with the bottom position aunt. After that, what we did is went to the event graph. And then we said that every time thesis actor has been overlapped, make sure that if it is the ball and if it is our bowl, then move or bottom down a little bit by three units and then move our gate or our door up by 50 units on. That's all we did today. So, guys hope you learned a new thing today on, um, I think for the next video, we've got lots of things that we want to do, especially the air zone in here. But I think, you know, by doing some music and sound into our game, that will be much, much cooler to see that right now are you know, our environment is great but would not add any, you know, music tour game. So that will not look so good. Right? So I think that we will add our music in the next video on till the next video. As always. See you guys on. Bye bye. 22. 2.18 Adding Sound to the Game: Hello, guys are welcome in this lecture. We're going to learn how to bring some life into our game by, you know, adding some cool new sounds into the game. So let's start. First of all, what we need to do is to go to the Assets folder in the role wolf older than go to the Assets folder and then right, click on to choose great new folder and call it sounds right, and then open it up. And after that, in the files that I gave you for the rolling ball files, right? Just opened the sounds file and then, you know, select all of them and then copy them to your folder. Right on. And right now, you see, there are some different kinds off sounds. Let me play some of them. See that? These are for coins. This is for the cactus. There's a rain bush door opening some water rate. We can use those things in our game. All right, so the first thing that we want to add sound to it is the Koreans in here. We want to add some sounds for whenever you know, we collect the coins, we want some sounds to be plate. All right, So if you see here, we've got coin one and two and three, which are very cool, aren't we? Want to use all of them? All right, so how do we do that? So what we want to do is right. Click in here and then go to sounds on to create a sound cue. So what basically sound Q does is it is a place that we will add our sounds into the sound Que onda. Then after that, we can, you know, edit the sounds, you know, make the volume up, make the pitch up or volume down, or at some different random sounds together and things like that. So what I'm gonna call it is coin and then coin Q All right. School it. Cohen Q and then open it up, Aunt. After that, what do you want to do is grab it and put it next to them up. One on Dhere is our output. So whatever we give it into this being, it will be an output for our sound. So what do you want to do is go to the mop one and then select all of the three coins that I provided you with the coin one coming to come in three and then go to their Cohen que right click on, then here it says random multiple wives. Just select that one. The front of multiple W A weise Right on. Then you can see that it's gonna bring all of the coins into here because we selected those three on when you hit the random multiple lives it's gonna bring all of the selected, you know? Sounds into the sound, Gil. All right, so you see this being output put it into the output from in here. So what this does right now is every time we played that sound you it's gonna play a different coin pick up sound. All right, You see that? We've got coin one. And to answer is gonna play around the one around this. So, for example, if I plates, you see that every time it fix around them one all right? You can also change the volume multiplier in here, but I think it is just fine. So just save it and then go back to our map on right now. If we play or sand que you see that every time it's gonna, you know, pick around the one around this. All right, So what do you want to do is go to the blueprints folder in here on go to the BP coin. And where do you want to put that sound to? Um, I think, you know, after adding the coin. Yeah, I think somewhere in here will be just fine, right after adding the coin and then printing the strength. What do you want to do? Is we want to grab this and then say play sound at location. That one right plate sound at location is gonna play a sound based on this location. All right. So each sound do you wanna play is them coin que in here? So select that one. And then on that Reese location. Do want to play. The sound is just get world location, right? Old location does not matter. Whichever we put because these things are all of them, you know, in the same position. Just select one of them, get world location off. The static mission is just fine on. What do you want to do is compile and then safe. And then let's test it out. So every time we collect a coin, it's most play around them song. You see that every time we collected a coin, we it played a sound, right? So the next thing that we want to do is to add the sound to our cactus in here. So what I'm planning to do is, you know, play to sounds for the cactus. One of them, when he hit the characters is gonna, you know, throw us away and play. Ah, Bush sound like in here? Where is it? Yeah, it's gonna play that sound and then our bull as if it has bean, you know, damaged. It's gonna play one of this town sounds He's gonna play one of thes, You know, we'll be good to go. So what do you want to do is create a sound cue for the bush. So if you want to make a cue for one sound, what we want to do is just right click on it and then create que Just select that one, and it's gonna create a wish Cube, which is just fine. All right. And then for this one's for the arches, we want to go to their sounds and then sounds que How do you want to call it? Ouch. Que All right, on select all three of this and then go today. Ouch, Q. Right. Let me let me select those again. I forgot to write and then right clicking here on. Then click their random multiple wife's again and then connect those and you can see that it's gonna play around sound right, and then save it on. What we want to do right now is at that one to the blueprint and also that run through the blueprint. So where do wanna add it Will go today. BB cactus on then, um where do we actually want ad? That's one is, um, we want added after we, you know, at the in force. So just move that on a side and then grabbed. I wanna say, play sound at location in crab it a little bit up. Which song do you wanna play? Is there which sound? So just type push, select their rescue. And then which place do you wanna? You know, play The sound in is just get world location off the people several. That's that's just line, right? Ah. Then compile on their safe. And what about the out sound? You remember that in the bowl we created that Take damage, you know, take damage function on in there If we, you know, double click there. Take damage function is gonna get us to the B people bound on in here. We can play the out sound. All right? Just after, you know, calculating their health. What do you want to do? Is, um, describe that one c play sounds at location. Right on. Um, let me make some for your out nodes just quickly at a rewrite note here on another one in there. A swell on rich location. Do you want to add that sound too? Is just gets world location, right. Just get the world's location on. That would be just fine and then compiled on safe. Um, what is it? Display print. It is honesty. The front, I guess. Oh, we're not at the target. So just grab the sphere in here and put it in there and then compile on safe on. Let's test it out. Let me close those on. Let's test it out. If it works or not, this one is working fine on Yeah, that one is working. What about where's they are? Sounds. It's not working. Why? It's not working. Let me see. They would go to the take damage and we did not select the sound. Why did you will be selected? Just selected and, you know, type Ouch on. Then we'll have the Arctic. You I just forgot to, you know, like that. Then hit. Compile in a safe. And we should be good to go. Let me see. Uh, Yes, yes, yes. Oh, yes. It's working. Fine. It's It's really a really All right. Um, let's see, What else do you want to do? So the next thing that we want to do is them, You know, the sound for our door so that when the door opens up, we want to play a sound, right? So let's do that not go. Today I says folder and then go to the sounds folder again on after that. You see that? We've got Ah. Where is it? There's a heavy door. Yeah, that one. All right. We want to use that. I think that one is really good. So just right. Click it and then create a cure for it. all right. We don't want to mess around with it. Just, um I just saved it. I don't know why. To save it for no reason and then go to the door blueprint. Uh, what we can do is actually select the door, and then at its blueprint and open blueprint editor, and it's gonna bring us into here. So when do we want to? You know, um, when do you want to play? The sound is before, you know, before the door gets up, we want to play the sound so that it's gonna start and then, you know, continue when the door gets up, so in here will be just a, you know, a good place. So you wanna play sound at location, And then, uh, just for the location if we want to say that, Okay. We want to say that, um gets worlds location off the off the gates. All right, we want to play it on the gate, not on the Boston, because the door is moving. The bottom is not all right. This is the sound of the gate. So just grab that one and make sure that it has some room. Right. Um let me crap that oneness fell. Let's make it a little bit myself. That will be much, much better for later. Oh, my God. My mouth is not working. I don't know why. So just hit. Compile in and save and let's see if it has worked. You stash working. That is working. Uh, it's no again. I forgot to select the sun. What am I forgetting this? Oh, my God. OK, just go into here and then select a heavy door. Que Oh, my God. Such a shame Just stood, Uh, Let me see. Yes, finally, we could do it. Congratulations. All right, on. The next thing that we want to do is actually to add a music tour game. So if you see in here, I've got a music. All right. You can hear it, right? It's great. I think this music is great. So what do you want to do? Is just, you know, use that music for our game. So because it's a sound that is not used as a three d sound, for example, you know, a sound like the door opening. It was a three d sent. All right. It had to come from the left side or right side. For example, if we faced that way, the door sound should have come from the left side. So that's why we created this sound cues. And we created, you know, three. The sounds, and we could edit them. Well, it's for something like the music, all right? We don't wanna, you know, create. Ah que We could create a Q. It's not a big deal. It's not a problem, but we don't want to make it. Why? Why? What should we make? Something you know, more than more than normal, Right. So what do you want to do is just use it as a two d sound, not as a three d sound. All right, so But you might ask, where do you want to place that music? All right, because we added the sound off their you know, of the coin into the coin blueprint, the door to the door blueprint, the characters to the cactus blueprint and so on. But where do you want to add the music if you don't have their music blueprint? All right. So in every level, in an riel engine, by the way, in every level, all right. It has something called level blueprint, all right. Just like the, you know, just like the game moat. All right. Every level in a rail engine has a level blueprint. What it means is that it's a blueprint that is just used for this level, All right, so every time you play in this level, the blueprint is gonna fire and do its things. All right, so let's see where it is located. So if you come here into the blueprints in here on click that arrow on, you can see that in here It says open level blueprint. So if you open it, we can see that it has a even graft like every other blow print and leaving crab that and put it down on in the event, begin play. What we wanted to is grab it and say, Play on. We don't wanna, you know, play sound at location. We just want to play sound to D because it's a music and it's not three d. We just wanna say, play sound to d All right? And we saw him. Do you want to use is them where it's It's I think it was called Music Yeah, that want the music? One aunt, Then compile and save. Let's remember, our music is just, you know, where is the left? Can I see the length in here? Let me open it on. Um, I don't seem to find the length of the of the sound blood. I think it is two minutes or so. So what do you want to do is make sure that the sound is looping. All right, So what do you want to do? Is just opened the music, all right? And then in here, under the sounds, we want to select the looping on. Then check it so that whenever the sound, you know, finish, it's going to start from their first again. All right, save it and then get out off it on. Let's play it right now. Right? I think it's a great sound, but I think it's, you know, it's a lot. So I just get out of it on then go to the music if if thing that it's loud, minus loud, A little bit. So just reduce them. The volume 20.75. Maybe 0.5. Because I'm working on it. I change it later to save it and then get out off it. On list. Is it out? Yeah. I think this is This really is cool. All right. So there's one thing left that is about the healing bush. I just want Teoh, you know, create an exercise for you. Just create the sound of the healing bush by yourself. All right? I provided you with a healing sound in here. If you listen to it, I think it is, You know, great for healing. Just, you know, do it by yourself on. I want to keep on exercise for you, Joe. So do is right now on. Do not forget. Um, whenever you needed any. Think you needed to ask a question? You know, you wanted something to be updated. You needed anything. Just ask me. All right. Do not hesitate. Whatever you need. Just tell me I'm always here for you. All right, on. You know, if you like, on enjoy the tutorials, the course. Just please. You know, you can always make a review if you want Teoh if you want to. All right. I'm always him here with you. All right, on. I just want to encourage you to, you know, finish the whole course. I'm so glad that, you know, I've got lots off you that are, you know, that are coming this far. As you know, you came here, you started your journey in game development. And that is you know, that means everything for me. Just I'm so glad. And I'm so proud of you. All right. So see you guys in the next video, police make a reviewing foreign to add if you have any questions, just tell me Show. 23. 2.19 Creating Jump Box Blueprint: Hello, guys. Are welcome back today. I have an apology to make. Actually, today we were about to create that air force. They think that, you know, pushed us up into that box. But a little bit earlier, I watched the blueprints in here that I used for making that air force. And I saw that it was a little bit hard for a beginner to follow up on. You know, it was I think it was a little bit too much for a beginner to understand. I learned. So this is a big intercourse. We don't want to, you know, make a mess out of it on. I don't want to make you know, a video that my students want. Other sense. So I just decided to not to do this one. All right, but because, you know, I love my students on, and I want to teach them something new every time. So I decided instead off creating this, we will create Ah, you know, Ah, jumping books or or a jumping spring, I should say, um which will, you know, move us into that Cuban here. So let me start, and you will see what will happen right. Got a coin to collect on. After that, you said that we had that air force that we were about to create. But I think that waas too much. So I decided to, you know, create that one. We've got a slope, and then we'll get into the cube. Yeah, it will push us off into that. Cute. All right. And also, you can see that what we will do in the next videos. By the way, this is the project that I have finished. All right, This not or project, So Ah, you can see that we've got the platforms in here that we will make in day. I think in the next video, we will make them on. Also, if I move to the other side of the castle, you can see that we've got a trapping here. That that is a truck on pushed us down in here. And you can see that in here We have got you know, we had that Air Force, but I think the Air Force, um, it was a little bit easy on it was not more challenging, but you can see that with our boxes in here. If I get up on it and then get into one of them. And you could see that it is like bringing much off a challenge into the game. And it is, I don't know. It is very nice. I think so. That's why you are going to create the boxes in here, aren't we? Will not create the Air Force because it is too much for a big nurse course. So, guys, let's start. Okay? So first of all, what we want to do is to go to the falls that I will attach to this lecture or are attached to the project files off this course on. Then what do you want to do? Actually, let me go to the assets for learn here on. Then bring all of this three into Oh, are contents Broza on? Then what do you want to do? Let me see. Uh, auto generate. Collision is fine. Just make sure that the material is do not create material and the import textures is not selected. And then hit import all to import all of the three and then close that one. And you can see that we've got an empty box, a slope and spring. So another thing that we want to do is go to the sounds in here sounds folder, and then bring the spring sound into here on after that. Close that one on. Let's start creating our spring. So what do you want to do? Is, uh we want to create a sprink in here. So how do we do that? Let's go to their bull prince for learning here on, then. Right. Click on create a new blueprint class. Choose actor on, then type BP Fortune recall. It will jump jump box, maybe BP jump box. I think that name is, you know, a little bit. Good. All right, Just open it up on, then. Drag it. Where'd I put it? Drug IDs next to the map. One on. Then what do you want to do is to add component on an type static mish. And then, um, called that one empty box because we wanna at or empty box into here on what we want to do is in here select the empty box again and bring it up into here. Actually, this looks a little bit bigger. Then what? We thought so Just make sure that to make its I don't know, Maybe. Maybe 0.35 would do. Yeah, I think that is that. That is good. Yeah, that is good. So what do you want to do? Is compiling their safe on what we want to do. News. First of all, just let's make the material off it a little bit myself right now. It does not look so any bit nice. Um, so what did we have? Let me type yellow. Making yellow? Yeah. Like the other one. I think this is called. What we want to do is to add a component, make sure nothing is selected either component and then type box collision right on. Then bring the box collision a little bit up. Andi, just make sure that it's not touching any side. Andi, actually, let me make the box collision a little bit smaller. Just for no reason. Just make it a little bit smaller. Right on. Ah, what we want to do in next is to add component and then types static Michigan on this time . What do you want to call it is spring because we want to add the spring to here, then search for spraying again. on. Bring the sprink into here as well. Why? Everything is so big. Smic it pointing 25. Yeah, that is because we'll just make it a 250.1. Um, this is so be I know lie. But everything is so big. All right, Just make it a 0.7 I think that is a little bit nicer. Okay, So, um, then what we want to do is compile and then safe on, and we will go to the event craft to create our courts. But before that, let's change the material. The springs will make it. Redd's free. How? Friends. Yeah. Make its Fred's. Andi, I think it's nice. Just gotta David graph. And then what we want a type is, um you want to do something like this other actor on the even Dr. Begin overlap. Just crab the other actor. And make sure that it is the bull cast to cast to BP. Both pound. All right, on, then what do you want to do? Grab this spring in here, aunt. Then, you know, just bring this spring a little bit down. Just make this spring like this, right? Maybe bring it down to Yeah, I think, or maybe a little bit more than this? No, not that much. Maybe we'll bring it down to 35 minutes. Yeah, I think something like this would work. All right, Just make sure that to make it 000 again. So what do you want to do is bring this spring into here, and then we want to say move, component to where do you want to move the component to? We want to bring it down on the Z axis About, um, negative. The T or 35. Which one should we use? Let's use the 35 on. We will. You know, we'll change it later if you want to. So right now, let's test it out If the spring goes down or not, a light. So compile and then safe. Andi, where should we put it? Or I just for the sake, off testing. I'm gonna put it in here. All right. Bring the BP jump box into here on to go to the assets Brinker slope into here on, and the slope is a little big as well. I should have created those a little bit smaller. Make sure that this is selected and make it a 0.5 on, then put it next to our books on. And I think right now it is a little bit bigger than the books. So, actually, let's go on, make the books a little bit bigger because right now, I don't think that are both even fit into that small books. All right, let's go and make the make the books a little bit bigger. Just crab the books and no, drop the empty box and then make sure this 0.5 right on, then. Also the spring make sure is 0.1. It also make sure that the books in here just, you know, just crab it up a little bit. Andi. Yeah, I think it is good. We can also, you know, make the books a little bit bigger. But no, I think this is fine, because or both will be able to, you know, go through this. All right, So what do you want to do? Is just compile and safe on. Then let's test our spring or spring is in here. Then it will go down to here, I think. Yeah, I think this is fine. All right. Just control Z income violent, Safe on bond. Less dis it out right now. Right now. You can see that it is. You know, there are both next to each other, and it looks a little bit better. Just make sure that to make the slope on the excesses a little bit bigger, maybe something like this should work right on. Let's just it out. All right. Way should change the material. The slope was Well, uh oh, It's not getting it. What is happening? All right. So we did not Would not change the collisions on the books on the slope and on the spring as well. So let's see what's are the collisions on them. First of all, let's see their slope. I don't think that the slope has any problems. Um, I think we could create something for it. Alright. Just delete the one that has been created by default. And, you know, you see that in here we can create some kind off convicts. Um, collisions for it. Just hit. Apply on. It's going to create something like this, which is I think it is just fine. Right on. Save it on also, what do you want to do is create one for the empty box. So let's see if the empty box has any collision. Um, yeah, I think it is just fine on. Then. Let's see. One for the spring. The spring has ah collision like this, which is not good. Just delete it on. Then what do you want to do for the spring? We don't want any, you know, complex collisions. We just want something like a box. So go to collision in here on select at simplified collision. Write something like this will be, you know, created. And just make sure that make it a little bit smaller. Um, yeah. I think this one will be fine. Right? I wanted to be a little bit smaller than the spiral thing so that the ball can be seen as if it is gone into their spring. All right, just save it, then. Let's test it out again on and No, it is not getting it. What is the problem? Um, let's go to the books in here, I think. Yeah. Yeah, that's what I thought. If you bring the box collision off the empty books up, you can see that it has a collision on the top as well. So that you know the bull cannot get in. If it is like this, the ball cannot get in. So we want to do just delete that one aunt. We will want to create a collision for it as well. So right now, if I hit apply, you can see that it's gonna make a collision. But some of the farts are going through the fox, which I don't want on. By the way, you can see that number number four in here. If we drag those right drug, the collisions, you can see that it has created for different collisions for the books. All right, this is because of the number off the whole count in here, right? So just delete those really four of them on. What do you want to do? Because thes books has 12345 sites. We want to make sure that it is five knots for all right. Just hit. Apply on, then. Yeah, you can see that now. We've got different types. Off works, collisions for each side. Right on. Nothing goes through the box. All right, on. Yeah, everything is just fine. And we have got also one of them for the down part, I think. Okay. Hits safe on. Then let's test it out. I think this time finally it should work. Um, yes, it is. Working is getting inside the box, But you can see that our spring moved a little bit too first. But first of all, let me changed a material for this. Just make ids. Whites. Yeah, that is much, much better. You can see that the spring goes a little bit fast. All right? It goes down a little fast, so we don't want that. Look at that. It's going too fast. No, what I want to do is just close those ones. And where is it go today? Even crafting the BP jump box on, then what do you want to do? You see that move component you that we created that moved the spring down. All right, we want to In here. It has an overtime. This over time. Defines how much time will it take to, you know, move the spring to the down part, right? Just ah, make sure to make it something like one second, right? And then hit, Compile and safe. All right, So we just made that time for the spring to come down in one second. Compile and safe aunt. Let's see if it forks. Uh, yeah, it's going so slowly right now. I think that is just fine. All right, ons, What do you want to do is to make sure that after the spring goes down, it comes up so fastly. Right? So what do you want to do after the spring goes down? You want to bring it up again? Andi, where do you want to bring this spring up to? Right now it is on the location. 000 So we want to make sure that when it goes down, then it comes to 000 again with a lot of speed. All right? So that it pushed the ball to the upside. Alright, it compiling and safe on to go to the event graph on. Then again, bring the spring into here and then say move component to write on this time. If you want to move it to Syria 00 again on connect those Just make sure that reduced the time in here, right? Make it something like 0.5 No, I think that will be much better. Compile and they're safe on. Then let's test it out. It's It is working. It's working just fine. Um, so right now, just let me go Today, um, you see that? You see that? You see that little arrow behind the behind the ball? Just let me go into here. I think the slope is not that we're sloppy. And by the way, if you want to create another slope, you can always use the You can always use the geometry tools that we learned to make a slope like this on. Then go to here. You see that little arrow on the table? Uh, let's make sure that to remove it, go to the Roble, go to Low Prince, and then bp Just select the aura on select Hidden in Game. Right, So we will not be bothered with that. All right, on, let's go on. I think that works just fine. Let me select both of them on, then move them into here and there. Fraught. Ate them right on. Just move them to this side and see if we can jump onto that area. Right. So flip me late. How much open the door on Turkington. Yeah, it iss working just fine. Right on day. I forgot to add the sound to hear. So you remember I gave you an exercise. So let's do the exercise now. All right? If you haven't done it like me, let's do it right now on also, we have to add a sound to that spring. Right? So let's do it. Ah, for the spring. What we want to do is to go to the Assets folder and then to the sound on Where is the sound that we just add it? It was that spring sound. Yeah, see that it was this. So just create a cue for it on then maybe just reduce the sound a little bit, making make it some 0.25. No, not 25.5. Yeah, I think that one looks just fine, Andi. Then save it. So what do you want to do is go to their BP jump box on. Where should we put it? When the bull, when the spring goes down on before it gets up? Yeah. We want to play it in here so that when it's place and then it will go up. All right, So you want to play sound at location? So which location do you want to play? The sound in. We want to plaids in, um, gets we're worlds location off the sprink. All right. And then put it down in here on. Connect us like this. So let's see if it works. We did not add the sound again. I just remembered. I don't know why I keep forgetting this. It's not even a big deal. So let's see. Where was that? Yeah, Spring Q compile and then save on, then. Plates. Andi. Mm. Yeah. Yes, it is working just fine on Oh, I did not add the sound for this. So let me selected and then weaken either, you know, go to the blueprints in air or edit the blueprint in here on. Also, we can edit the blueprint in here. They're all the same. So just be Kwan Aunt, where do we want to put that? Ah, I think after everything, we can just put it in there. So where is it? Where is the healing sound? Yeah, that's it. Create a cue for it and then go to the BP healing bush play sounds at location on. Then we wanna five feeling que. And then the location should be get world location off, the off the default steroids. Yeah, that's just fine. Compile and then safe on. Also, what I want to test is to see if I can, you know, move from one box to another one. Just grab the books, bring it up, bring it to the side. I think I think that is just fine. Maybe a little bit more on a little bit more like this. Yeah. Let me plate and see if I can do it does. That's a challenge for me. All right, on live me go up. Well Ah, no, it is not giving if we can see the spring in here. Um, I think what we should do go to the gym box in here and then make sure that to move it up with 10 units. All right, just 10 units. Okay, on. So right now it's won't be shown in here on. Also, if we want to go to the event graph on change, Um, changed that one because we moved this one up. We want to get to the same position on to make it, Tim. All right, on. Let's see right now, I think right now it will push us off even harder. Right? Um and let's get into it. Yeah, that is working really, really better than the last time. So, guys, I hope you enjoyed the video on in the next video. We'll click. We will create the platforms in here. All right, we will create them. Um, if you have any questions, just let me know. Ask me and I will solve the problem for you. So, guys, until the next video, stay safe on show. 24. 2.20 Creating the Platforms Blueprint: Hello, guys. Some will come back in this lecture. We're going to learn how to create our platforms in here. That would take us to the castle and also to the other side of the level. A swell. So let's start in the rural boss folder, go to their blueprints, Fuller in here and then right, Click on Create a new blueprint class. Select actor, aunt type DP moving platforms and then open it up. So what you are doing here select the ads component and in type cube. And then when you add that, make sure that you change the scaling here to be two by two by 0.25 right. We want something like this on. Make sure to change the material to be yellow, right? Something like that. We can change it to any color to have you want, but I think yellow will be just fine. All right. And then compile and safe. So what I want to do is that we will have or platform aunt have two positions. Ah, start position on an imposition. What we want to do is when the game starts, the platform will be in the start position and After that, it's all go to there and position and it comes back to the start. Position and position, start position and position, aunt like that, Right? So compiling and safe and then go to their construction script. Where you want to do is right now to create two positions, name its start position, make sure that the valuable type is a vector on. Make sure that it is instance admissible and show three D widgets. All right, let's make another one and call it and position and make sure that one is instance irritable on also show three D widget. And then it compiler is safe from the imposition. Make sure it is not 000 Just make it something like, um, maybe 0 200 0 That would be fine, right? So as we said, the construction scripts will tell us when the game starts. Where will this object will be all right, when the game starts, what will happen to the current blueprint? So we're going to tell it is that when the game starts, we want our cube to start at the start position, right? So grab your cube on ticket to here, and then type set relative location, and then connect those two on to make sure that this one is connected to this start position. Right. So it will be like this when the game starts in a construction script. Our cube will start in the start position. All right, so let me his compile in a safe and go to the view port right now. You can see that if I change the start position, their platform should move with it. You see, it is moving with the start position. So let me make it Sarah again on, actually, let's make it something like 50 or 100 maybe. Yeah, I think hundreds will be fine because I wanted to be from one side off the other blueprints . All right, To sit compiling and safe on. Now, what do you want to do? Is that let me see, grab the BP movement platforms, and then take it here. You can see that we've got a start position. All right, aren't we will have an end position that fecal track to wherever we want. We can, you know, try to whichever side. Right now, what you want to say is that, um, our moving platform will be in the start position. And whenever our you know, our game starts, the platform will go from the start position to the end position, and it comes back and goes, comes back and goes, Right. So let's do that now. All right? So go to the even draft on. And where should we put it? If we wanted to be in the event, begin play because we want or court to start from the first frame. All right, So what you want to tell it is from the even begin play we want. Ah, crap or cube on, then. Right. Move. Component to write. Move the component to, um where should we move it? We will move it to the end position. All right, take those one a little bit up to make room for that and all right. So how much time should it take to move from one platform or one place to another? Maybe make it for right, which means that after four seconds, it will go to the end position on. And after that, what do you want to do is grab that one on type delay. What does delay mean dealing means that it will wait for some seconds, and then it will fire the things after it. All right, so this will be just like a timer that it waits for a little bit off seconds on, just type, maybe one second. And then what do you want to do? Is crab or cube again? And then move component to on the connect those again. Right on. Where do you want to move the Cube? This time we will want to move it to the start position, get the start position and then put it into their aunt after that. What do you want to do? They over time, this time as well. It should be for because we want to move in four seconds and then come back in four seconds as well. And after that, we will add a delay. Note again. Right. Andrea will type one. And then what do you want to do? Is whenever you know it does everything all right. So right now it will move to the end position. After four seconds on it will stop for one second, and then it moves to the start position by four seconds and then it will stop on. What do you want to do? Is that when it comes back? All right, so here it goes, and then here it comes back on. Do you want to say that when it comes back, make sure to tell it to go to another cycle. So how can we do that? We will just crap hour delay note they completed in here on. Then we will put it into a moth component to So that's will be. Let me crap that one. I make a rewrite, knows on to make another Iraq note like this and then put it down. Right, So this will be like a cycle. All right? It will. It will go to the end position it waits, comes back to the start position, waits on, then go to the end position. Comes back to start position and position, start position on like that. So let me compile. And then safe on, let's see if that works. All right, So where should we put those? Um, let's see. All right, so let me rotate it and then put it next to here on, and yeah, Andi put it there. Maybe just a little bit up. Um, make sure to make it like that. Something like this would work. All right, so the start position is in here on the end position. Let me make sure that this is zero on that is zero swell on. The imposition should be in here. All right, so that or platform starts from here and then goes to there and then comes back. So let's test it out. You see, for platform is moving. So let me just go to there and see it more clearly. Right? So you see that or platform sauce from here and then comes back to here. All right, So what do you want to do? Is actually, you know, sometimes it might move a little bit slow, or sometimes you wanted to delay for a longer time. So what do you want to do is go to here on make sure that the overtime and the delay note make them a variable so that we can change them later. All right, so, right. Click on the overtime and then say promote too valuable and call it movements. Speed. All right, on. Make sure to put it down and then hit, Compile and it is for. It's just fine. And make sure to take the movement speed and grab it onto the overtime in here as well. And then for the delay notes as well for you want to do is fright. Click and then promoted to a variable and call it delay time on, then living Kravitz down here, then compiling safe on and make sure to put the delay time into here. A swell. So let's see what does us. All right, So right now, if you want to change the delay, time on movements, beat every time. We will have to come back to here and then change them in here. Right? But, you know, you see that the start position and the imposition are visible in here. Why is that? Because we made them public. All right. So if I go to them moving platforms and then make the movement speed on the delay time you see that I If I click it and then you know the I opens, it means that they are public. So that hit compiling is safe. We can change them in here. So every time he will, you know, drag a platform. We can change the movement speed on the delay time whenever we want. So let me delete that one on. Actually, what do you want to do is to create another moving platform. So how do we do that? All right, So what I did is that the start position? I made it to be 0 100 0 and then the end position is 0 600 0 so that we know that the difference is 500 between them. All right, select that one and then ult drag it to this side. All right, on then. Make sure that, um, you see that whenever that platform comes to here right now, if this one goes to the other side. So we want to make sure that, um the start position is from the right side, and the end position is in the hitter for that one. So let me just rotate it and then put it into here. Maybe, um, let me see. Um, how can we know that? Will they come to next to each other? So I've gone ahead and did them as so that these two will go together, so that let me play it and you can see that they watch each other, and then they go away from each other. So if you want to copy the exacts, you know the exact amount. You can see that in here. My transforms are like this. All right, on then. The start position is 0/100 00 600 0 for the imposition on for that one. All right, this is negative. 900 on the why, but this one is native. 23,000 on. Because you know, this one has 600 to this side on. This one has 600 to that size so that if you add them together, it will all make sense. Because this one is 200. And that one is 200 as well. It will make sense. All right. But if you want to go be just copy it or you can also tested out. Grab them and take them whenever they match each other. You can put them there. All right, so that one will be negative. 23 hundreds on, then. In here it will be 106 100 as well. So what do you want to do? Things. Time you want to create another one, right? So that it will, you know, start from here and comes down into here. All right, so then select that one and then ult drag it to here on. But this time we want the start position to be on this side on. Yeah, they end position should be in here, I think, Um, yeah, it should be in here so that it will just come down. I should have moved thes things a little bit to the other side, but now it does not matter. It is just fine. All right, on, then, what we want to do from the and position in here. All right? From that position, we want to create another one for this site. Um, actually, this is quite a lot, but we'll make sure that it can go from here to there. So what do you want to do? Is select one of them and then out grab it to here? Ah, where should we put it? Just a little bit more rotated to that side and then drag it to here. So let me check. Ah, they even I think. Yeah, I think this is fine. Right? Make sure to make the end position to be in here. Ah, like that. Um, just make it a little bit and crab it up on that will be just fine. I mean, we could make two in here, but why should we? All right, just play it. Let's see if they work right on. Then let's go up. Oh, 10 tum and okay. Um uh um, we made a mis way. Should have rotated the other. Would you can see that right now we cannot go to the other side. Okay, This is just working, but that one was not working. All right. Ah, from you should have moved the start position to hair on the end position to be here. So let me rotate that and then put it somewhere like yeah on. Yeah, on that one, the end position should be Take it up on. Well, that's work. Let me see. This one is on the set 200. And that one on the set is 10. So we will have to add 192 here. The position it is 180. Cricket 190 on. And I think that should work. Yeah, I think that should work so Let's this it out, ton. All right, let's go up. Um, to them. Oh, no. We should have taken that Won t o this site buy some more units. Why didn't I do it earlier? Oh, yeah, that should work. All right. Said it one more time on. See if it works. Clinton, Um, uh, yes, they are all matching together, right? And that everything is working just fine. And also, if he wanted to, you know, right now, some of them are moving so slowly so we can change. This one is not working. All right, we can change also the I mean, we can also change the, um you know, the that should work the speeds off the movement in here for each of them. We've got the movement speed on the delay time. How much it will you know, it will stop when it goes to the imposition or the start position. But I think that everything is just fine right now. So, guys, I hope you will learn something new today. And as always, see you guys in the next video. But by 25. 2.21 Basics of Lighting: Hello, guys. And welcome back in this lecture, we're going to talk briefly about the types off lighting and then at some lights into our map. So basically, where you can find the lights in your map is in the most Finally, here, go to the light, stop in there. And then you can see that we've got five different types off lights. The 1st 1 is the directional light, which you can see. It is in here as well. These directional lights basically indicates your son. All right, the sun in your environment, we can rotate over, son to, you know, give the world a different direction off the sunlight. And you can see that the shadows are all rotating with this son on another thing that we have in here is that one which you can see. It is in here, which is called the Skylight. So this Carla does is that it's going to capture the whole sky and then, you know, make sure that the world is gonna bounce a reflection off the sky. All right, so basically it is, you know, a reflection off the sky to the environment. Right? Is make sure that Theo environment is reflecting this guy in there. And then after that, we've got three different types off lights that we can put into our map on. Let me go to here, and then I'm gonna talk about them in here, all right? Because it is a darker place. All right, First of all, we've got the point light, which is basically, like a light bulb. You can place it into your world, and you can see that it's gonna, you know, give light to all of the places that are around. It's right. So if I, you know, change the color in here, you can see that it's gonna give lighting into everywhere around this. All right. And here we can change the settings for the light. We can change the intensity at, make it a little bit more intensive. Just make sure that you don't overkill it. All right, on in here, we've got the detonation radius. This is the broad use that it's gonna affect. All right, if you can see that that circle around it, this is the intonation Fridays, which is the radios that's gonna be affected by that light off on then. After that, we've got the spotlight, which is like a light in the ceiling off your home. All right, this is a light that just gonna illuminate, you know, the down part of the map. All right. You can also rotate it, of course, but keep in mind is just gonna give light to only one direction. So you see that this little arrow, the white arrow in here, it's gonna, you know, show that which place is gonna be reflected by that light. All right, So if I move it to the side and then you change the intense devalue, increase it and then changed them lighting color to something like a blue, you can see that it's gonna give a nice effect to our world. On the other type that I want to talk about is their wrecked light, which is a light that's only gonna reflect on 180 degrees. All right, let me placing in here so that you can see that it's gonna only if reflect on Lee one direction by 180 degrees. All right, you can see that in here on. If I change the intensity on, then make it something like yellow. You can see that the different types off lights in here. Right? This is the brake light. This one is the point. Light on this one is the spotlight. All right, let me delete all of them on, then place my lights into our mark. All right, I'm gonna put a point lighting to here. Um, let me make sure that it iss on top off this one. Right. So basically, I have this, you know, three off these pillars that I'm gonna put my lights on them. Right. Let me put one writes, There may be on, then another one just right. All right. This is gonna eliminate my environment. You can always change the flighting color they fried. Use the intensity and all of the other things in here. But I'm just gonna, you know, leave it the same. And if you want to use the other types off the lighting and also, you know, change the settings, the colors and everything that you want to write, you can make cool stuff with the lighting, but just make sure that the intensity do not overkill. It just, You know, said the maximum maximum use the you know, maybe 2030. Don't use much more than that. You can use that, right? But, you know, do not overkill it. It will not be a good thing for your computer. Right. Um, the other thing that we want to do whenever we you know, at the last point that we put all of the lighting's into our my porter you want to do is go to the built in here the build section, and then click that little arrow and then build lighting on Lee. All right? And it is gonna build our lighting on to make sure that every lighting has bean calculated on captured correctly. All right. And also, it's gonna get rid of these Lighting needs to be rebuilt. Error. All right, on its has finished. And you can see that my lighting in here looks fantastic. Limit plate and see if it is good. I can always change it. So I'm here in the place that I put my lightings on. Let me see if they are forking fine. Yeah, You can see that there are working planning to, you know, put some coins on cactuses in here. Make sure that you do that as well to your map. right. So, guys, as always, I hope you'll learn something new today and see you guys in the next video. But why? 26. 2.22 Creating the Trap Blueprint: Hello, guys are welcome back in this lecture, we're going to learn how to create the B P trap that try blueprint that we wanted to create in here. So let's start. Go to the Roble folder and then go to the blueprints folder and then right click on, create a new blueprint class and then select actor and call it BP Trump. All right, And then often it up on Go to the view port on Let's create or trap. So first of all, just go to the at component and in type cube, right to grab the basic shape off Cube. So what we want from the cube, make sure that it's material is changed To change it to something like, um, maybe would, um, yeah, use that. One would floor walnuts polished. I'm gonna use that one. Just use whatever you want, and then where you want to do is, um, just make it a little bit smaller. All right? Make it something like that. I think it is too big as well. So just make sure that oneness points 15 air. Yeah, I think that's fine. Let me use 0.1. Right. Make sure this that value is 0.1 on the other sites is just fine. Right on. What do you want to do? Is ah, grab that one and then put it to this side so that the trap will be on Onley one side. So right now think of it like this or bull came over that trap. And we want to, you know, rotate that trap to one side so that the ball can fall down. All right, so how we do that, All right. Right now, if we, you know, rotated on the x axis, you see that it's gonna rotate from the middle, but we don't want that. We want only to throw Tate, you know, from one side. And, for example, here it will be a handler. Let me take it back to you. All right, we want that gives more to be in here. All right, well, we want a handle in here that can rotate our Q. All right, that's gonna rotate or truck. So let's do that now. All right, go today as component and then type cylinder. Andi, what has happened? Because I was selecting the Cube. It's gonna make a child of the Cube and then it's gonna be that rear shape. Just delete the cylinder again, make sure nothing is selected. All right, Select here to select nothing, and then adds component and type selling them. All right. You see that right now? It's much better. So what do you want to do? Um is to scale it down, let me scale it down on this side, and then scale it down on that side as well on, but I think it is too big off. No, you cannot do that. All right, So what we're gonna do is to type 0.15 in here and then type 0.15 in here. Swell, aunt. You can see that, I think. Well, I think it's It's big s. Well, just make sure it is 0.5 on 0.5 Yeah. We can either use that one or we can use 10.1. I'm just going to stick to that one on, then 41 into is to rotate it. All right. Rotated like this on. Make sure that it is a little bit smaller than the cube sites. Yeah, I think this is perfect. All right, so right now the cylinder is in here, and the cube is in here. So do you want to do is to grab the cube and then make it a child off this cylinder. All right? Make the cube to be a child off that cylinder right on. Then whenever we rotate or selling them, you can see that. All right, let me select the cylinder and they're rotated. You can see that the trap can for state with it. And the bull can't go down perfectly. All right, so you see that we created a handler for our trap. Right? So that are trapped Can rotate easily to one side, knots from the centre. Right on. Let's create the court as well. Oh, by the way, I forgot something. We did not at the Forks collision to it. So let's just do that right at component and in type box collision on. What do you want to dio? Just give it a name off trapped collision. They don't even have to, you know, keep names, boats. Just make sure that it is centered. And then what do you want to do? Used to make it smaller like this on and make it bigger on that side and bigger on that side as well on day in crab to here. Just make sure that it fits, all right? And then crab it a little bit up. All right, Um, just make that one the location to be something smaller. I think this is just fine, but just, you know, make it a little bit smaller. Make it. Yeah. Make it five. That will be perfect. All right. Just compile and then safe and then go today, even draft. So what we want to do is to say that whenever they even has bean, you know, overlapped whenever that blueprint has been overlapped. Whenever the bull comes to that box collision, what do you want to do? Is to first of all, check that if it is the bull cast to BP mold found on, then what do you want to do? Is remember, we wanted the cylinder. All right. Grab the cylinder. We wanted the cylinder to rotate, not the cube. All right, because the cube was a child of the cylinder and the cube Waas rotating whenever the cylinder was rotating. All right, so grab the cylinder, and then what do you want to do? used to say that. Move components on, then connect those on for your attitude. We want to rotate the cylinder. All right? We don't want to move it. We just want to rotate it. All right. Where do you want to rotate it? To which direction? Let me see if we select our cylinder and therefore rotated on the Zet. Access my 90 degrees. That would be perfect. Right on the zero axis. Well, on that one, let me control Z and then go today, even craft, and then make sure that the set is my 90 degrees. Was that 90 or negative 90? I don't know. I think it was 90. No, it is negative. Mighty all right. Yeah, because it's moving down north. Of course. Make it negative. 90. And then compile and safe. Unless this it out. All right, um, let me grab that. Want to hear? Are obviously this is too small. We could make it bigger on there, you know, on here. But I'm not gonna bother. You can do that. They're just I'm gonna select that one and make it a little bit bigger so that it fits. All right, um, let's just out Ouch. All right. Everything is working on. Also, I've got and, you know, exercise for you every time I do it. Tutorial, I'm giving you exercises. Please, do them. All right. Please do them. Because I want you to learn the most out of this course. All right? If you do them, there will be great for you, and you'll make me happy, right? Just do them right. I've got an exercise for you. Just do it right. Okay. Let me see. Um oh. What happened? Oh, my God. What did just happen? Um, what happened? Let me focus on that one. Where did it go? Um, wait a minute. Let me see. So I've gone ahead and solved the problem, so let's see what the problem. Waas. All right, go to the view port, and then you can see that in here. We've got, um, this circle. All right, this world transformed. This is gonna, you know, show that gizmos according to the world transform according to the world position right on this one is gonna show it according to the local position. All right? It's gonna be according to the local space. So we did it on the local space, which was the set access, But no, we want it from the world position. All right, so, basically, in games there are two things. All right, There are, You know, the world position on also the local position. Let me show you the difference. Alright. Ah, let me go to a bit of place. All right, let me go to basics on then Crop Cube. All right, so you can see that on top. Oh, in here. This is on the world access. This is on the world space. All right, on defy rotated Right now you can see that I can rotate it to this site. Right, Aunt, whenever I rotated it because this is on the world access, all right, because it's on the world access. You can see that if I move it to any off the sides, right, it's gonna move it like this. All right, it's gonna move it like this. But if I wanted to grab that cube and move it to here, I would have to, you know, move it to this side and improve it to that side to do it like this. But we've got another thing. All right, we've got another thing, which is the local position. If I select that one, you can see that the gizmos will change on. Then it's gonna, you know, Onley face toe one direction. So wherever I rotated, it's gonna face to that direction. So the problem was that I selected. All right, let me delete that one. The problem was that I selected the ah, the local position, but the move component to works with them with the world position. All right, so just, you know, keep in mind that there are two types off positioning, all right? One of them is the local position. All right, which, you know, can rotate with the object, and it's gonna face to the direction that is facing on the other one is the world position . All right. Okay. Let me delete that again on then. Go to here on. Let me tell you what I did, all right? I made the that want to be the world's position, right? The world space on. Then you can see that's right. Now we will want Teoh rotate it on. The XX is not theirs. That access right may control Z on. See the values in here. So by default, we will have on the X will have 90. And why 90? And they set 90 right? And on the move component to we've got 90 on the X axis, zero on the Y, axis on 90 on those their taxes. Because if I moved to the you know Vieux Port and then make that want to be zero, you can see that it's gonna be on the down part. Right? So I hope you get it. All right. We will. You know, we'll have to test this out on and see what value works with it. All right? I don't know. What have you don't you might have done is from the left side, and this values might change. All right, bear in mind that not every time things will be the same. All right, Maybe you have done it to the side and the values will change. All right, But just keep in mind that you can play it around with it on, You know, if I make it 90 0 and 90 you can see that it's going to rotate to the damn part on. And if I make it 90 again you can see that it's in here. So that's why I made it 90 0 on 90. Let's compile and safe on, then. Crap. O r, um, Crab trap to its place. All right. I just moved it to the other side to be able to test it. Easier on. Let me do it like this on. Also, bring it up a little bit. All right, let me plates on. See if it works this time. All right. Mm. To you guys on the other side from All right, guys, here we are. On. Let's see if that works. Hey, it's working. Uh, um, all right. I think it is working just fine. All right, So what you can do in here is, you know, put some cactuses, You know, just to make sure that this is a trap, and whenever the ball comes down, it's gonna hit a cactus, and you know, it's gonna do some damage to the player. Right. Um, the thing seemed to here like this on may be used another one in this side on also going up to half one on that side as well. Then move some coins into here. All right. Um, and let me I'll describe it to make it, you know, make some random coins in here. All right? Eso I told you, I'll give you an exercise. What? The exercises. You can see that this trap is, you know, Onley rotating like this. It's only one side, a trap. But what I want you to create is that you'll have, you know, a two sided trap. All right. One of them who will rotate, All right. One of them who rotates like this on the other side will be. You know, this one will be much shorter. Let me do that's like this. All right? This one will be much shorter. Alright, it's We'll rotate like that on the other one will be Let me out, grab it into here and then rotated to that side. You can see that I've done is right now. But no, I don't want you to do it like this. All right, on that one will be rotated to this site. All right? This one is great as well. All right, because you know, if I limit crap that player start and move it to here so that we can start in here All right, Um, you can see that if we use that one. All right. If we use it like this, it only will rotate on one side. All right. You can see the handle from that side as well. All right, If I, you know, go to here, you can see that it's gonna rotate only from this side on and can we see? Yeah. It's only gonna rotates on one side. You can see that, right? It's only gun rotates from that side. Whichever side that we, you know, get into it. But what I want you to create is that you know, I don't want to you to co pay it and then for rotated around. I just want you to create a two sided trap in here. All right? I want to to create that. This will be an exercise for you on it will make sure that you have understand ID. The topic on it will be a great think. Right? I'm proud of you. And I know that you can do it if you did not do it if you couldn't do it, just tell me on you know, I'll make a video on how to do that as well. So, guys, as always, I hope you understand it. The topic and, you know, learned anything today. And if you did not understand any topic, just tell me and I will help you with it. All right? I'm always with you. Just tell me. Just ask you a mission. Ask it from YouTube. Basket form. You know Facebook from Instagram for wherever you want. Just ask it and I'll answer your questions. All right? As always. See you guys in the next video, Chou. 27. 2.23 Creating Particle Systems: how guys on. Welcome back in this lecture, we are going to learn how to create particle systems. So basically, what we do is, um you know, you see that healing bushing here, we're going to create a particle system for it that, you know, an image like a heart or something like that will pop up every time, every frame. So that's, you know, the player knows that this is a healing brush that can, you know, heal your wounds. All right, so let's start. What do you want to do is to go to the Assets folder in here on then, um, go to the Fullers, the Roble files that I gave you. All right, go to the 1st 1 Not the 2nd 1 right? Go to the 1st 1 terrible files and then go to textures. And then you see that heart does PNG bring that in to You're a real engine assets file. All right. And then open it up on. You can see that. Um, it has red, green, blue and Alfa channels. We only gonna use a channel. We can use the blue, for example. Um, so, basically, what we want to do is to, you know, carve out the edges in here. All right, We want to cover out this edges on, then, um, make the heart to be something like a red color, and then use that as the particle system that we want. All right, So that means it has no color. Right now. Go to here to the compression settings on. Make sure that the default has been changed to masks. No, RGB because we're not using an RGB on the texture. All right, save it's and then get out of here. Until do you want to do is to right click and then create them new material and then call it M. What should we call it? M heart, right? Let's call it M part right. Open the material and then take it next to the mouth. Juan on, bring your heart texture on a ticket into the heart material. All right, So what do we want to do is to, you know, right now, we want to create a material and then use them material in the particle system. All right, so first of all, we want to carve out the edges in here on then change the color off the heart. All right, um, in order to carve out the edges, you remember we used the opacity, but right now we cannot use opacity because it is not translucent. Alright, just select the results. They am heart note and then go to here to the blend mode and make it translucent. Just remember that translucent is sometimes very heavy on the engines. But for a simple thing like that, we can use it. Right? But just remember, it is not something that we can, you know overkill our game with it. All right? Do not do a lot of stuff with it. Okay? So ah, we can use the blue Channel on, then take it to deal opacity. I'd let me use the Yeah. Use that one. And you can see that right now. It has bean. Yeah. The color has been changed it to ah, black color on. What we can do is to a ticket to here on. If I have right now, hit three on my keyboard and then left click on, then change the color to a red color. Some think like this, maybe and then grab that. If I dropped that and take it to the base color right now. You can see that. Let me see. It's gonna do it. All right, then, hits compile, and then it's safe on. Get off it. All right. Um, So are you gonna do after we have created the material forage? Where is it? Heard this. All right, after we created the material. Ah, what we want to do is to right click and then create a particle system in here. All right, And then name. It's PS. Ah, what should we call it? Bs healing. All right, call it. He has healing. All right. And then open it Up on. You can see that will be in a screen like this. All right, um, just grab the PS healing to, you know, next to dame up on, then, um, you can see that right here it is. You know, the particle that has been created, all right. Right here we can see the particles that have been created on in here. We've got the details that we can change for the things that we select in here. For example, if I select the lifetime, I can change the lifetime off the particle system here. You'll get it right now. Right? Just don't worry. Okay. Ah, First of all, go to the required tap on, then select in the material. Select the material that we created. All right. Ah. What did we call it? I think it was him. Hell, no. I'm heart. Right. Use that one on. You can see that. Let it compile. Um, come on. Come on, come on. OK, you can see that it has been created, but right now, or background is really bad. So let me, you know, select that one to background color here and then just just changed a by ground color to something that we can see. Something like that will be just fine. All right, on then. What do you want to do? First of all, we don't want that money. Particle systems. You can see that a lot of hearts are coming out right now. We don't want that. Um, go to the spawn tap in here, and then go to the rate. Okay. Click that little arrow, click the distribution. Just make sure that that constant. Alright. That concept indicates how many you know how maney off this heart particle systems will be created in a second, right? Just make sure it is, um three. Yeah, that is much better, I think. Yeah, I think three will be good. All right. Make it three, and then we want to change it over Lifetime. All right, Go to the lifetime in here, and then click that little arrow. Click the distribution. Ah, we want to, you know, we don't want our particle systems to look exactly the same. All right. We want to have a variation off particle systems so that some of them are bigger. Some of them are slower. Some of them are faster. Some of them, you know, you get it right. All right. So in the minimum, um, one, I think it is fine. But in the maximum, just make sure to change it to 1.5. All right. So that some of them will stay longer. Right? The lifetime indicates that How much time will they be able to fly? Okay. And before they die. All right, then what do you want to do? Is to you can always change the, you know, same numbers in here so that if I changed 2.1, you can see that some of them are being created and then destroyed immediately. If we don't want that, just make it one on 1.5. It will be fine on then in the initial size. Um, select the arrows in here to the distribution on the initial size. How can we change that? We want our, you know, our hearts to look like they are not exactly the same. And then change some values in here. So what I'm gonna do, I think 25 is just fine. But I'm gonna, you know, change the minimum value to something like 10 by 10 by 10. All right, Because some of them fright now are, you know, a little bit smaller. You can see that some of them are smaller. Some of them are bigger on that is so cool, and then go to the initial velocity. This velocity indicates that you know the velocity. All right, you get it in the speed off the particle systems. So go to the start philosophy. Got the distribution on. You can see that in every, You know, in all of the things in here, we've got lots of other things that we're not gonna bother with them. Um, there are some, you know, advanced things that I do not want to talk about. Bus, you know, be free to, you know, check everything out on How do we want to change that velocity? I think some of them right now. Let me Let me make them fast. All right? Make it 20 by 20 on. And you see that? Some of them you see that, um, in here. It indicates that where is the X axis? You can see that in here. The x axis is Ah. All right, let me Yeah, let me be on that side. And the x axis would indicate our right side on the Y axis indicates or left side on desert access in the case. The upside. All right. I think right now some of them are going too fast to the upside. So I'm gonna make the maximum up to be, um, maybe half the velocity. Yeah, that's fine. And then change the minimum to, um, you know, negative 20. Negative. 20. Let me use negative 20 s, Will. Ah. Oh, of course not. Nothing they get if 20 near you can see that if I use the negative 20. Let me make it think it 100 so that you can see it better. Some of them are going down, are falling down because they're going negative side on the state axis. Just make sure that it's not negative. Making something like to any. Ah, we can use 30 I think. Yeah, that is much, much better. All right, Andi, The color of life. Um, you know, our hearts are on Lee, you know, one color. It is just read. So we don't want to change the color of life. So just click the color of life on hit delete on your keyboard because we're not gonna use it. So why to tell the system that we are using it? All right, just click the color of a life on, then click on delete on your keyboard on it will be gun right on slim ISI. And if you right click in here, you can see that there are lots of other things that we can use. All right. There are lots of other things that we can use to, you know, enhance our particle system. Let me see which one is, um, a little bit you know, makes it a little bit better Orbits. I think we can use the orbits. Ah, you see that if I use, there will be Some of them are rotating around. I think that is so cool. But there are rotating at a freely, really fast, you know, fast speed. All right, um, go to the orbit and then go to the offset amount on. You can see that it is 0 50 0 Just, you know, take that 50 down to because, you know, this is the that access and 15 means that it is like this, right? Just make sure that is to I think two to would not be nice. Make it five. Yeah, some of them are rotating. But I think what if you use negative to in here, right use to and negative too. I think that will be the best option, right? So that some of them who rotate in that direction and some of them right in that direction they are not. Yeah, and they are not doing that constantly. So use whatever number that you like. All right? I like this one's on us right now. If you look at it I think there's another thing that we can change. So right now, if you look at that, you can see that the hearts, all of them are spouting at the same position in here. I think that would not be nice, because if you look at the cactus, you know, every, um, if every heart will spawn at this position, that would not be so nice. All right, so let's change the location off the spawning. All right. All right. Clicking here on, then go to location. Mm. So we can use whichever location that we want. We can use the initial location to, you know, type the locations that we want. Ah, but I think we can use a basic shape in here. We can use the triangle, so list this it out. Yeah, triangle looks nice, but let me delete that on then use, I think. Yeah, I think the cylinder would be much nicer. Yes, you can sit out. Some of them are spawning in here. Some of them are responding in their aunt in every place. You can see that on. There are lots of different variations in, or particle system. So this is just fine and I'm really happy with it. So save it on, then. Get out of here. On what we wanted to do is to select the cactus and then either click it here or here or go to the blueprints on then go, Teoh. No, not the cactus. Off course. Their healing wash on and then open it up on bond. We want to go to the view port and then at components on type, um, particle system. Right? If we click on the particle system and then open up on go to here to the particles on, then click. It's on. You see that PS killing? All right. We created that from right now. So click that one. The PS healing right on. You can see that it's gonna pop up in here. Um, right now, some of them are being created. You know, I think I can move that one up. We could, you know, we could always change it on the on the, you know, the particle system in here. But that's much easier if I just grab it and put it up. I think that is really, really fine. All right, so let me compiling a safe and then you can see that this is really, really nice. And also, we can change the I think it is too dark. We can change the material to make it a little bit. Writer. Um, let me make it a color like this. Let's to sit out on, see if that forks let me save it. And Tito, um uh, I think I think it is a little bit myself. Right? You can You can change it whenever you want on. Do you know, change it basically, however you like. All right, so let me play it and see how it looks in the game. Uh, let me take my player. Start and put it back to where? Where did go, Uh, to where it was before. Ums. They bring it here on, then hits end on my keyboard so that it comes to the crowds. Right? So let's go see if iss working over you. Okay on and Oh, my God. I think that looks really, really nice. You can see that It looks really nice. One thing to make it a little bit. My so we can you know. You see that little grass in it? We can make that a little bit figure. I think. Right now, it looks amazing as well. You see, this particle system has made it look like an epic thing. All right. Ah, weaken. Make that want to be. Let me make it to mm. On. See if that is much better. Yeah, I think this is much, much better. And if you want to get rid off this lines, you can see that these slides Okay, on that lies you can always, you know, hit g on your keyboard on it gets rid off every, um, you know, every gives more on the game, right? So that they will look like this in the game. Right? You see that? We have gotten no gizmos, but if you Hagee again, you'll get them back. All right, G. Okay. Geez. Alright. Um, I think that looks really nice. All right, enough of that on bond. I think I haven't given you an exercise lately, so I'm going to do it now. All right, I'm gonna give you another exercise. Um, So, for example, let me do that in here. Um, let me go to the blueprints, and then you see that, Okay, um, Fleming Crab a coin and bring it to here. Why do I do it on this side? You see that? If I, you know, out on, then get it to another one, it's gonna duplicated. But you see that everyone let me do it in here. That would be much nicer so that we can see it faster. All right, you can see that every single of them are on the same. You know, they have the same rotation on if I played considered. All of them are rotating with each other. Andi, I think that is basically in every game. Maybe in most of the game is in most of the games. It's like that. But, ah, I want you to do something right. You can only, you know, click one of them and then rotate it around and click the other and rotated around. But I don't want you to do that right. I have an exercise for you. What you gonna do is to, you know, automate that rotation, right? So that whenever the game starts, all right, whenever the game starts, some of them are gonna rotate in, you know, in one direction, the other goes into another direction without you doing, You know, every single of them like this, right? So let me give you a hint where he would do that. All right? You will go to the BP coin and then go to the construction script and you will use something in the construction script. Use your knowledge and use the things that we did earlier on. You know, just make it working. All right? Just see that if you can do it, if you can do it, that it's really, really good on. If you didn't that IHS really amazing. Because, you know, at least you tried to do it right? Okay. Uh, just do it. All right. Make sure that whenever the game starts, it's gonna rotate in a random direction on All of them are not in the same direction. All right. Just do it, Aunt. You'll make me happy at you'll make yourself wiser. All right. So, guys, until the next video account weights All right. Until the next video. Stay safe on and see you guys. Bye bye. 28. 2.24 Creating Player HUD UI: Hello, guys. Unwelcome. Back in this video, we will start creating over your eye system and fuel create or user interface right now. All right, So, first of all, what we want to do is to, um, go to the files that I have, you know, gave you on go today. Rogel files one. Don't go to that too. Go to one on, then go to textures. And then you see that two textures off the coin and the one off the health bar. We want to select both of them. And then let me first go to assets in here on, then. Take that to to Here, let me back out, and all right. So in order to create our your eye system, we want to go to the blueprints folder on, then right? Click on go to user interface on the bottom on, then select widgets blueprint that we should blueprint is gonna create, You know, something like you, I for our game. All right, So select the rigid blueprints on then name. It's Claire Hot H U D. All right, and then open it up. Unfair. Sinful. Let me take it to next to the map on you see that when we open it up, we will be greeted with this. You I basically this will be our screen. So whatever we put in here, it will show on our screen. All right, um, so we can add bottles in here. We can add image progress bars, texts and anything else that we want. We can put it in here. Let me to lead those on then. Um all right, let me deal. It does. And then let's start creating or you're right. So in here in the palate, we can grab things into our you I on in here. This is the hierarchy. So whatever we put it in here, it's gonna be shown in here. All right, so let me delete that. And also in here, it's the details panel. So if I Robotics, for example, um you can see that we have gods. So money details that we can change. For example, I can change the text that is shown in here. Let me make it something like, um, Govans, right? That 95% it's going to be shown in here. So, uh, this is the details panel. Let me delete that again. uh, right. Let me diligent. Okay. And in here, we've got our timeline and animations. So if you wanted to create an animation for or you I we could do that in here, but we're not gonna do that in this tutorial. All right, So let's start creating or your wife bring an image into your y and then, um, my selecting the image, come to here down into appearance, and then select that little arrow next to brush on, then select. You see that there's an image that we can put it in there, um, selected and type health bar. Right. So we want to bring our health bar into here on just make it a little bit bigger. We can make it however we like. If you wanted to be smaller, make it smaller. If we wanted to make it bigger, just make it bigger. However you like. Right on. Yeah. Let it be like this on then. Make sure that in the anchors in here. You see that this little flower in here, this is called the anchor. So basically, this is gonna show that where this you I should be placed. All right. So, for example, This is the image where this image should be placed. If you see that in here, if this is the anchor, all right, the position off the's you. I will be 1003 114 line units to the right side and then 112 units to the downside. But if I change the anchor to the right side, you can see that it's gonna be negative. 500 from the left side and then 112 on the don't size. Right? This might sound a little bit weird, but I will show you why we do this. All right, I'll show you later. Why we do this. Basically, this is for, you know, whenever you shrink your screen, you want to the things to be at exactly the same place. All right, so this is for that. All right. And I'll show you later how that will affect your game. And why should you puts the anchors? And where should you put them? Right. Just do it like this. Make it to the right side and I'll show you when we finish this. All right on then. After that Ah, select the image on then hit F two on your keyboard and then name it, too. Image, health, far image health. All right, that's fine On. Then let's bring another image into our screen and then in the brush. We want to select the image off coin you are. All right. So, like that coin your eye and then make it like, make it 100 by hundreds. Right. So you see that size, X and size? Why make it hundreds by 100? Andi, it's on the left side. That is just fine. Right on. Also, if you want, it's your you know, your health bar to be on that side, and they're going to be on the right side. That is totally, just fine. You can do whatever you want. You can even, you know, drag it and put it in here and make the anchor to be on that tight bus. No, I'm gonna stick to this. All right. So do whatever you like, all right ons after that. What we want to do is to rename that one again on to call its image, uh, coin, right. And then after that, we want to grab a text next to our coin on and let me take it to hear maybe on. Then make the text in her. Make it something like my 999 9999 on. Shrink it down a little bit. And then you could see that we've got lots off settings in here that we can change. For example, then currencies fine the position, the size on alignment. Here we have got the text that we can change. We've got the color and the opacity. So, for example, if you wanted to, we can make this color to be something like, ah, a yellowish color, right? And then take it to hear aunt. Also, let's see what else we have. We got the phones that we can change. We've got justification to be centered from the right side left side. Um, the settings are only used to make your your eye a little bit myself. So if you wanted to change their phones or you wanted to, you know, make it bigger or smaller, you could do that in here. You could change the size to be something else. All right, But I'm just going to stick to the default. And if you wanted to, you can change that in here? All right, on after that, What do you want to do? Just let me make the phones a little bit bigger. Make it 30 on. And I think I think this color is not nice, but all right, just let's stick with the yellow is fine, all right? If you wanted to change the color, as you'll like right on, then select that text on to rename it to coin value. Writes coin. Well, sorry. All you Right on, then. After that, what we want to do. You see that for? Or health. We will need a progress bar. Something like a progress march. So let me take that progress bar into here on. Let me make it a little bit bigger, all right? And if I zoom in, you can see that in here. We've got something which is called percent. All right. Right now it is 0.0. But if I feel it's all right, if I fill it, it's gonna be one. So the value is from 0 to 1, not from 0 200 All right. So we can use that for our health. All right? The person if we do not have any health, it will be like this. And if you have full health, it will be like that on. That's percent will be one. Just let me change the color to be something like before I change the color. Let me show you something else. Right. Um, if I grab it to here, let's make sure that this fits the image. All right? Andi? Yeah, something like this will be fine right now. You can see that our Progress bar is like, you know, on top of the other image. That is because in here, this is like a hierarchy. All right. If I take the Progress bar and put it before the health, you'll see that the health image will be on top of their progress bar on the progress, but will go behind. But let me show you something else. Even if you did not, you know, manage to have ah, great hierarchy like this. Let me take the progress bar down into here. All right, let me show you something else. How can we take that progress bar to be behind that image of what we want to do? There is something in here of which is called the Z order. All right, eso if we select the image. All right, It's The order is zero. So the order off zero means that it is on top off the screen. Right? This is on the screen. This is right on top of the screen. But if we go to the Progress bar, you can see that it is zero a swell. But if you make it negative one right, you can see that it's gonna go behind it. The Progress bar will go behind by one value so that this will go behind the image health. All right, so let's select the progress bar on and make it a color like a health color. Make it something like a reds color on and no limit. May kids a dark Redd's color like a bloods. Maybe something like that, IHS Fine. All right? Yeah, something like this will be good. Okay, this will be fine for our health on. If I select the progress bar on, let me name it to, um health value Health bar, maybe. Yeah, health barf will be better on. You can see that if we have no health, it will be like this. And if we have health, it will be like that. This looks really cool. All right, so let's add, are you I into our screens. So hit, compile and then hit. Save. You can see that right now. If I play, nothing has changed. Nothing has gone today. You. I was the guy. We can see that. Right? So what we want to do is to go to our BP ball mode. We want to go to our game or basically on. Then open it up on. Go to the events graph right on. Then in the event begin play. Let me put it up in here of what we want to do is to right click on, then type, custom event. All right, so we want to create a custom event in order to create our you I All right, So select, add custom event and then type um creates player hut. You I right craze player Hut! You I aunt after that, what we want to do is to grab the pin on, then type creates widgets, right? You can see that it's in here. Create widget on then what type of rigid do you want to create the rigid that we created right now. What was it called? It was called the player heart. All right, you can see that in here. It's called the player Hud's. Let me take it to this side on to which player do want to add that player hearts into. So we create that player heart that hard. You I all right? We created that, but who do we want to put it to? So, basically, this is for multiplayer games so that some players have a u ey and the others have a different guy. No. Few I So what do you want to do is because our game is not multiplayer. It's single player. We just want to grab it and then type get player controller. All right. It's going to get the player controller from Index zero, which is basically the first player on because over game is single. Player is on. Lee gonna be the player. That's Flink the game, right? So we created the you I. What we want to do is grab that you I and then type at to view port. So this is gonna add it to our your eye in here All right. So let me start. Compile it and then it's safe on. Let me start our game and you can see that it's not in here. So what happened? So we created the event. Alright. Recreated. They create player heart. You are a customer event, but we never called it. All right, So we want to call this whenever we play the game so that it's going to create our hut on it's gonna add it to the View port off the first player. So what you want to do is from the event Begin play. We want to type, creates player hugs. You are right. So basically, we want to call that custom event that we created all right. From the even Bigham play. Recall that create player hard Your eye on the crates player. Hard joy is gonna create a rigid for the first player on. Then it's gonna add it to the view port to the screen off the first player, right? Let me hit. Compile in and save on this time. If I hit play, you can see that it's gonna be like this on. Let me show you something. If you look at here you can see that on the right side, we have got you know, our health bar has gone to the left side, and if I shrink it down, you can see that it's going to change. Why is this happening? So this was because of the anchors? All right, This was the problem that I wanted to show you. All right, so if I take it, it should be like, this isn't But it is not because off the anchors. So let's fix that right now. Go to the player Hajji on then select the health bar. You can see that we did not change the anchor off the health bar. If I change it to their right side, it's gonna make sure that let me selected. It's gonna make sure that whenever we shrink the screen down or make it more right, so if we increase of resolution or if we decrease the resolution, it's gonna make sure that it always is position from this site. And it is negative 400 to the left on 142 to the down part. Even if we, you know, shrink the screen, it's gonna make sure that all right, it's in here, not from the other side. So if I select it right now, you can see that the problem has been solved. Even if I, um, let me see. Even if I shrink the screen right now, nothing bad will happen. All right? Okay, so we solved that. But we've got lots of things to do. Now. You see that We have 900 sort 9999 coins we want. Obviously, we don't have that. We want to update it right now. It's not gonna update. All right, On also, our health is not gonna be a status right now as well. So in the next video, we will make sure that we have that, you know, updating or cooling system on. And also updating our health bar in the UAE. So, guys, this was the video on. I hope you learned something new today. And in the next video, we will make sure that we can update our health and also update our coin system in the u I . I obviously so until the next video. If you have any questions, ask me at I'm here always to help you See you guys. And bye bye 29. 2.25 Updating Coin in the UI System: Hello, guys. And welcome back in this video, we'll continue doing over your eye system. And this time we will make sure that our health bar and also the coin system will be updated every time. All right, so let's start doing that right now. All right? So first of all, just go to the player heart that we created on. Then let's see what we have in here. All right, so right here. If you look at the right side, you can see that we've got two tabs in here. One of them is that these are minor step, and the other one is the graft up. All right, So the designer top is this one the things that weaken design and put it into our screen, all right. And the graft up is just like the other blueprints that we could write or cords in here. You see that? This is uneven graph. We can create functions. We've got valuables and things like that so we can do overcoats in here, and we can do our design for or you are in here. So right now, what do you want to do is to be able to update that coin value and also update that health bar by the values that we had earlier. Right? So in order to update this health bar on the coin value, we've got two different ways to do it. All right, so one of them is by the binding in here. All right, it is this one, the binding in here. We can do that with the binding and also for the health bar. We can do it on the peasant with binding, but the problem with binding is that it keeps updating every single frame. So, for example, if you're game gives you 60 FPs, it means that in every second it's gonna be updated 60 times, So that will be, ah lot on terribly an overhead for your game, right? So that means the binding off the health bar on the coin value will be updated every frame , so this will be 60 times in a second. This will be 60 times in the second on there will be some other things that will make a lot of overhead on your system on. That will not be so good. But we have another way to do it. All right. The second way is to do it by making variables all right, on this time, instead of calling it every frame we can call it whenever we want. So whenever we get hit, we want to call the health bar on. We wanna, you know, update its value. All right, So when we get hit or when we get to a healing brush, we wanna update our health value. We don't want to update it every single frame on also for our Cohen system. Whenever we hit a coin for right, we want to collect the coin and then update that coin value. We don't want to update it every single frame. But just to show you both of the ways here is what I'm gonna do. I'm gonna do the health bar on also the coin value with the variable system on. Also, we will have a lives count in here. Then we will do the lives count with the binding. All right, just remember that the binding will do it every single frame. It's not very, very good for everything, so don't overdo it, all right, But I want to show you both of the way so that you learn both of them and you decide whenever you want to use one or the other. All right, so here's what we're gonna dio. So, like, the coin value on in here, you can see that there is something next to the name which is called is variable. Make sure to select that. Check it on. Also, go to the health bar, make sure that is selected as well. Hit, compile and then hit safe on. Then go to their graph right here in the graph. What we want to do is to create custom events for ourselves, for updating our you I All right, So we'll create our own custom events that we will call them whenever we pick up a coin or whenever we get hit. All right, So whenever we get it, we will call this custom event, and then they will update our coin system. All right, so let's do it now. Right? So right. Click in here and then type, uh, custom event, right? And then type. What should we call it? Maybe we call it updates. Coin. You are right. And then let me ticket to this site. And also add another one right click on, then type at custom. Sorry. Custom event and then type updates. Health. You are. All right. So let me take it to here on. We have got the update. Corn joy, and we've got the update healthier. So first of all, let's do the updates. Coin you I All right? So what do you want to do with the coin you I we want or custom event to have an input? All right, that input will be the coin value. All right. The coin value that we have that we have stored in our game mode. We want to give it in here on. Then we want to update, or you I with that value. Right. So what you want to do in here is to select the update Cohen joy on, then create an input in here right on, then called the input to be coin value. Right? Coin value. Let's make sure that the coin value is not a bullion. And it is an in teacher on after that. What we want to do his compile and hit save on because we made our coin value in here to be a valuable all right because we made or Cohen value to be a variable. It's gonna be shown in here. Right? You see that going value Crab it in. Here on. Take it here on select. Get coin value. All right, Aunt. After that, what you want to do? We want to change the text in the coin value, isn't it? So, for example, in here we've got the text, right? If you select the coin value, we've got the text. We want to update this common value to other numbers. For example, 666. All right, so go Today graph on what you want to do is grab that bean and then type sit text. All right. We want to set that takes toe another value. Just connect those on. Then let me tickets to here. And then you see that coin value. Just grab it and put it into the in text on Take it down. You see that is going to convert the value off the coin because it's an integer. It will convert it to a text on. Then the text will go to the subtext which is in here. The text will be set to another value. All right, So every time we called dysfunction, it's gonna set our text toe another value. Let me his compile and then hit Save on. Then go to the update Health. You are all right. So with that run, we want to do the same. We want to create an input and then call the input to be health value. All right, Aunt. After that, what we want to do is to get over Health Bar and take it to here on select Get on also what we want to do. What do you want to change in the health bar? If you see that in here, let me select my health bar on you. See that we want to change our person, isn't it? But you can see that our person is not from 0 200 It is from 0 to 1. Bought our health system right over health In there Ball. Let me see where our Bullis. Right. Let me open it up on You can see that the bull health is from 0 to 100 isn't it? Right now it is. My default is 68. We said it. I don't know when we said to this value, but we set it to 68. All right are both. Health is from 0 200 boats, Our percent, or is it is. Here is from 0 to 1. So what we want to do is to get or health bar, and then grab it and type set persons. All right, said the person on then crab it to here. So what we want to do is to make sure that the health value is not an integer. It's afloat. All right. Make sure this one the health value is afloat on. After that, we want to bring our health volume because it's ah 100. We want to divide it by a float, right float, divide by float. So bring it here and then take this to here on. Make sure that this value in here is ah 100. Because, for example, if you have 100 in our health on we divided by 100 we will get one. All right, so the maximum will be one on minimum will be sierra. So hit, compile and they're safe. And we are done in here. We created or healthy I on the coin here I custom events. All right, so Now we're going to a place that we can use this custom. You are events. All right, so hit, compile in and save on. Get out. All right, After that, what we want to do is to go to every place that our coin on our health will be updated. All right, So, first of all, what we want to do is to go to the BP Bold Mart, and then open it up on. Do you see that in here we've got at coin. All right, So when did we use that? At coin. Let me go to here on go to over, um, coins one of the coins and then go to its blueprint. You can see that whenever we collected a coin. All right. Whenever our ball hits the coin, it's gonna call that at coin function from the game modes. Right, Aunt, If you double click it, it's gonna take you to hear what is going to do. It's gonna add some coins to our coin value. Right? So in order to update or coin right, our ball must hit the coin. All right? And then the coin will call. That function. Adds coin in the involvement that recreated on. Then in there, it's gonna update our total coins. Right? We did that earlier, Aunt. After that, what we want to do is to make sure that in here all right, when we update our coin, we want to call the function that we just created in order to update our coin. You I All right, But before we do that, we must have a way in order to connect to our player hat. Okay, so we want to connect toe over your eye system and then call the function in the U I. All right, so go to the event graph. You remember in the last video we created there hot. All right. We created the heart and then re added to the view port, isn't it? So what we want to do is to when we created the heart after let what we want to do is to just grab this been on then type promote to variable. All right? Just promoted your valuable on. Call it player. Hut! You I right. Okay, player. How'd your eye and then connect those on? Make sure to let me remove that. Make sure to connect us in here on, then hit, compile and then safe and go to the at coin. After that. What we want to do in here before we end that function, we want to get over player heart. You I All right? Get it on. Then grab the pin on, then type updates. Coin you I you see that we can call the function that we just created, right? Update the coin You I take it to here. Take that one to hear Aunt. If you see that, it looks like a mess. Let me let me take those to be in here on then make some reroute notes in order to see it better. Right? So right now what it does is that whenever our coin, whenever we collect a coin, it's gonna call this function all right. And that function will add the coin toe or total coins. The coins that we have on then after it adds it, we want to update or a coin. You lie. All right. That's just that simple. Hit, compile and then hit safe. And we are done with updating our coin. Right? And right now we will start to update our health. Actually, before we update or health. Let me see if our coin is working. Um, all right. Okay, so it's not updating. All right, let me see what we have missed in here. Okay. Ah, let me go to hear. Oh, we did not set the coin value. Okay, We want to set the coin value as well. So it just crab this Finn one off this. Let me grab it in here, right. You could also do it like this. Grab it in here and put it there. Right to make it a little bits. Much myself. All right. We did not give it the value it needed. All right. Ah. Hit. Compile in and hit. Save and let me see if that works. Okay? It is working. But you can see that, um, in the first time when we hit play, it's not updating its right away. It's 666 from the start. Right on. If he updates, if we a collector coin, then it will be updated for the first time. We'll make sure that we will fix it later, All right? Actually, we could do it's right now, right? This is fairly easy. Just go to the player hut on, then go to in here in the event construct. So even concert means that whenever there, you know, the player heart has bean created right? So whenever it's has been created, what we want to do is to just call the updates. Coin your eye right on. Also update there of dates. Health. You I I'm sorry. Updates healthy. I Yes, on. Let's see if that which work, right? So we say that whenever this you I has been created on the screen. All right, we want to update the coin immediately. I know. So date the health immediately. So if you I hit, compile and and safe, and you can see that our coin starts from zero and your health starts from zero as well. That is because we did not set or health. All right, so we did not set our health. You I system totally right. So we are sentiments right now on the problem will be solved, right? Because right now ah, it gets a health value off zero. That's why it's gonna do it. Just it is not something a border are actually will do its right now. Uh, okay. Okay. Let's do it. I don't know why, but I'm rushing. Okay, um, let's start 30. 2.26 Updating Health Bar in the UI System: All right, let's slow down and slips start. Um, abating are healthy. I so in here What you want to do? You see that? Our, um you see that our health is not in the B people, not we created it in the BP ball pound, which is a better place at I will show you why it is a better place in a later video. All right, Um um, let me go to the even graph eso What did you want to do here? I totally forgot. Um Oh, Okay. So, yeah, we wanted to update our health in the U I system. All right, uh, in order to do that, we have got you, See that we can do it in here. All right, We can do it in here, but I want to create a function so that we want to We will call it whenever we want, right. And that will be much, much better. So that we can call it in the take damage in here. And also we could call it in the where is it? In the healing Bosh is also all right, so we can call it in the cactus and also we can call it in the hailing bush or any different type off things that will give you health or take health from you. All right. So that's why you will create a function, and that will be much, much better and easier to deal with. So what we want to do is to go to a friend or functions in here and then click that plus sign on. We want to call it updates. Um, what? You recall it? Health, Uh, value? I don't know. I'm typing. Okay. Value U I Okay, Update health value. U I I know that it's not, you know, a nice name, but I give it this name. I don't know what to go. It's all right. Just give it that name. And then what you want to do is hit. Compile in safe. First of all, on after that, we want to call our player hut on, then to tell it to update its you I for the health. All right, so how can we get our player heart? Do we have a reference in here? No, we don't have. So how can we get it? So you see that in here in the BP Balmont. We had a player. Health your eye. So when we created the hut, we made a variable for it. It with the player. How do I? All right, so we're gonna use that. All right. We will call the ball modes on. Then we will get that you I and then set. Sorry. Call. It's update function for the health. Right? Okay, so let's do it now. Right? First of all, what we want to do is to right click and then type get game modes, right? Why is it on capsule are gonna get game out and then grab it and then type cast to B B ball modes, connect those. It's in the B people moat. We want to get that value their player hard. Your I right? What? I go. OK, player. How do I we want to type. Get player. Okay. Flare hugs you. I it's in here. Get player heart You I aunt after that in the player. How do I What do we want to call in the player? How do I We want to call that update? Health you? I function right. Okay. So let's go here and then call updates health you. I function that custom event ons after that. What you want to do? We want to give our health value in here, OK? Just grab the bull health and take it to here. You see that by default? We set it to 68. Um, it's fine. You can select it. You can set it to whatever you want. All right, We will set it to 100 later, but let's for testing purposes. Just make it like 63. Let me do it like this. I don't know why I wanted to change that. Okay. Just compiling and safe. And let's start. Uh, I didn't. It's update, OK, we did not even call it. Why don't I call it? Okay? What I call it I don't know. Okay, let's get Let me close those ones. All right? We have opened. So money taps that we don't know where we go to. All right. Uh, we will want to, um you know, we will want to call that updates. Health you. I have whenever we want to write. So you'll want to go today even graphing here on then? Um, what should we call it? Um oh, I see we made a mistake, All right? I made the mistake. You didn't. I made a mistake. Um, okay, let me tell you what The mistake Waas. Let's go to the player hut on. Go to the graph in here. All right. You see that? I told you in the even construct we could call the update cone you and update healthier. I know that would not work. All right. So because when we when we first all right, when we first create our, um, hot, um, it's gonna call these two functions. All right. Update called Abdicate. Cohen. You I it's gonna get a coin volume. But where does it get that going? Value nowhere. Right, Because it was zero. That's why it's gonna show us zero in here on also because in here, also the health you I it's getting an input. It's not going to get the input because it has been construct. It's right now. It's not gonna get the input. So that's why it's gonna be zero as well. All right, that was a mistake. Okay, so you see that in here? If I hit like you see that our health will be zero as well. So stop it. OK, let's go back. One more step. Go to the player. Hot on, then the lead. Those do, right? I'm sorry for that mistake. We should do mistakes in order to learn more. All right, this is Ah, listen off Life. Okay, Hit, compile and then hit. Save on and let's do it in here. OK, so whenever we, um whenever we start creating or bull health in the event begin plea, we want to call our updates Health value. U I All right. I want to call that function on that function will call the your eye system in order to update the health. So hit, compile in and hit safe. And let's see in here you can see that it's value is gonna be 68 on for the coin. We have got lots off. Ah, lots of ways. In order to solve this problem for the coin, we could call it in the BP ball much. Right. So let me see where we can put it, All right? Ah, when it is gonna create the player, how do I All right? Um, let me see. Um, Okay. Okay. So when it is going to create it. All right, so the first time it's gonna create it. All right, We want to call it in here. OK? Um, actually, we could do something else. Okay, Let me show you another note. All right, let me introduce you to another new note that we haven't touched yet. Okay, Um, right now we can do is do this like this. All right. You can do It's like this. Ah, in here. After adding the player, How'd you I to the view port? We can call. We can get the player. How do I on then called the update? Ah. Updates coin. Who I immediately on that will be working. All right, that's gonna work. OK, so if I It you can see that it's gonna work. Because first time, when we create our ah, when we create our player hot, all right, it's gonna created and an attitude of you port, and then it's gonna update it for the first time. But what we want to do, I want to show you another note that we can use, right? Let me grab this and take it to here. And also, let's crack that on. Take it to hear us. Well, right, let me disconnect us. Okay. On to take this down in here on select. Ah, this once and then take them to hear or not that one. OK, in the great player. How do I we can grab that note on, then? Type sequence, sequence. Okay. You see that? You see that note in here? We can grab that sequence in here. So what? This sequence thus, actually okay, this sequence is gonna do a sequence off things right? Is gonna do a sequence off steps, right? So first of all, it's going to do this and then after that, is going to do this. And after that, if we hit the at means, you can see that we can add lots of things. It's going to do the 1st 1 the index off zero. Then it's going to do the 1234 and things like that. Okay, Aunt, if we fight like we cannot remove the pains, All right, Let me remove some pants on, then crab this to here, and if I put it into here, you can see that. All right, this sequence, not what it does, is firstly gonna create the hard do I on then said it to the view port. But after that, it's going to update the coin. You I How cool is that? All right, if you want to, you can make a comment out. If it and, you know, just to remember the things later, right? Hit, compile and then hit. Save and let's see if that even works. Yeah, I see it is working, right, Aunt. After that, what we want to do. Ah, let's fretful if I If I collect a coin is gonna show us a message on the top left on our screen. Let me remove that. Okay. Uh, okay. Just select one of them on, then edit the BP blueprint on. Let's delete That's Prince drink. All right? We don't want it more because our coin value is updating. Delete it on, then grab those and, you know, connect them together. Let me take them a little bit closer on his compiling and safe. They should for just wine, because it's gonna just get rid off the other one right on. Another thing that we want to do is that right. Now, if I go to here on then hit a cactus. Our health. You see that? It's not gonna be updated, right? Our health is not updating. And also if I, um, go to here, okay? Okay. If I go to a bush or healthy, why is not gonna be outdated? Okay, We want to make sure that they are being updated. Okay. Eso for the cactus. Let's see what we have in the cactus. Right? Ah, I know what we have, but I want to show you where the things are going. Okay, let's edit the BP cactus. Okay, so in here. Okay. Ah, in here. We see that when our bull gets hit by the cactus, we will call a function, which is called Take Damage that we created earlier. Let me get rid off that prints. Drink again. Okay. Um, connect those. It's compiling their safe. You can see that we will call a take damage function. Okay, Let's see where that takes damage function gets us okay. It gets us into here in the BP ball pound. There's a function that we created earlier, which is called the take damage. All right, so we will want to whenever or bull is taking a damage. We will want to update our health value your eye. So we want to call it in here. OK, in the end off doing everything we want to call the update. Health you. I All right. So called updates health value, right, That function in here, that function in here. All right, so hit, compile, and they're safe on also for the healing bush. Let's see what that does for the healing brush. We want to edit the BP tailing Bush. Unless you What do we do in here? And they even begin overlap. When it overlaps with the ball, it's gonna CASS it to be people pound. It's gonna add a health to it on. And also, it's gonna print a string and play the sound at location. So we did not have any functions for that. All right, You remember I told you that one off them. We will do it with function that on the other one, we will do it without function. So we did not do this with functions. Okay, on, uh, it's up to you. You could You could do that with functions. That is much, much better. But I just wanted to show you different ways. Like in every video. I want to show you some different ways in order to do the things in order to show you the things can be done in different ways. And some of them are much better. Dont others. All right, let me hilly. Let me delete the president's streak, Right. And in here, after we set or health what we want to do, let me see if we have anything in here. You can see that we've got the b people pound. All right, because our health value our update healthy. I was in the BP, Boban. You see that? We've got the health bone at the ball ponying here. We won't want to just grab this one and then type updates. Health value U I on. Then put it into here on. Then put that one into their ass. Well, it compiling and hit save on. We should be good to go. I'm totally sure that this will work. So that's why I'm gonna close everyone. Um, totally confident. All right, Let's where that confidence gets us to. So you can see that our health is working. Our coin is working nice. This one is working as well. See that every time it's gonna update. And also let me open the US on. Let's go to here. Okay. On. Receive. That works. Yes, it is working. So we did everything very, very good. All right. Um, I'm very glad that we did this so far on, you know, we've done loads off, you know, different crazy things. You see that this game is getting together, and it is very, very near to its final. Um, I'm planning to do some more nice stuff before we finished the game. All right, so we will have some lives in order to. So whenever we, you know, get down into here, we will have a kill zone. All right? We'll have a zone that will kill us That we will respond in the same place in here. Aunt also. Okay, uh, we will have some lives. For example, three lives before we totally die in the game. Actually, we did not put the material here part. That is just fine. All right. I don't care. All right, guys, um, I love you so much, right? I love you because you got so far into here. I'm very glad that you're starting Cure own game, which is amazing. I really appreciate that you're trying on your making efforts to continue learning and you never stop. I'm really glad for you guys. Thanks, guys, for being in here on. See you guys in the next time, Chow. 31. 2.27 Creating Player Death System: Hello, guys. And welcome back in this video, we will talk about how to create the kill zone. That place that will kill the player. Actually, it is down here that if the player goes to that place of the Blair falls down, um, it's gonna kill the player. And also, we will have a life's count in here that will count our lives. And if we drop to zero, then we will totally die. All right. So we will do something like this if we we've got, like, three lives. If we die one time, it will be, too. Then one, then zero. And then if we die again, we will die totally in the game. All right, so, Fly. Start doing that right now. All right? So in order to do that, first of all, what we need is to go to the BP Bold boat. All right? We want to go to the game out and then create a variable in here, which is called the flare lives. Or actually, we can call it, um, total lives. All right, total lives. Okay, we can call it like that on. Also, make sure it is not a bullion but it is an anti Gia on hit, compile and safe. Make sure it is something like two or three should be fine. Let's give it at three lives in total, right? So that this will be the total lives off a player that has before, you know, it died. Totally. So what we need in here is, actually we will need to create Ah, you know, a kill zone, right? So that if the player falls down and hits that zone, it's gonna die. All right, so let's do that. No. All right. So clicking here, right, clicking here and then, um click blueprint on, then click the actor on. What should we call it? Actually, we want to call it BP. Um, kill zone should be fine. BP kills on. Right. Open it up on, then. In here in the at component, we only want to add a single component, which is ah, box collision. All right, so that if the player hits that books collision, it's gonna die. All right. Okay. So hit. Compile and then say funding, go to the even graph on in here. What we want to do is in the event active, begin overlap, right? Grab that. Been on. Didn't say if the other actor is casted to BP ball pond. All right, so if the other actor is the bull pound, all right, we want to kill the player. All right? We want to have a function that's gonna kill the player. But actually, right now, we do not have any functions that's gonna kill the player. So what should we do? Actually, what we need to do is to go to the BP bull notes on, then create a function that is going to kill the player. Right. So what we want to do in here is to go on at a function in the BP Bowl moat, which is the game model, right? We want to add a function that is gonna kill the player, right? So good today functions in here and then click at function and then call it kill player. All right. So that this, um, dysfunction is gonna kill the player. We want to get the player right. We want to get the ball OK on, then we want to kill it. So how we do that? We want to create an input in here. Click that new parameter to create an input for the function. All right, click that new partner, Amita, and then call it flare both so that this will be their boat that we are playing with. So instead of bullion, what we want to do is to make sure that it is type is BP bold pound. All right, So what we want to say is that we are going to give you a bowl on. Do you have to destroy it? All right, So we are going to say to this function, all right? When we call this function, we want to give it an input, which is the bull that we are playing with. All right. So that's why you want to make the type to be a BP bolt bone on. It has to be the object reference. All right, so make sure that you type bp bold pound on, then you select the object reference off the B people, pound right. So that makes sure that whenever we give it an input, whenever we give the kill player function and input, that input should be a ball. All right, so we will give it a ball on then dysfunction will kill the ball. OK, so hit, compile and then safe. All right, then. What we want to do is to grab this Been. All right. So we want to grab the bull on, then say destroy actor. Right. So let me type it. Destroy actor. All right, this is the destroy actor, which is going to kill the player, right? Destroy actor means that whatever we give it as a value in that been all right, it's gonna destroy it from the game. So if it is in here in the game, if the ball is wherever it is, All right, if that function goes where this if that function goes, it's going to kill it, because we will give it The bull on the bull is going to be destroyed by that note. All right, On after that, after we destroy the actor, what do we want to do is to get the total lives All right, get it on, then, crab that pain and then type negative. Negative. All right, if you thought negative. Negative. If you type two times negative, it's gonna bring us two d crimen into All right. This is going to decriminalize integer What d Crimmins means? Detriment means that if the Total Lives is three now it's make sure that it's gonna be to All right, so it's going to decriminalize it by one value. All right, so this is all right. This, too, is the same us. If we get the total lives on, then grab it. And they said the total lives Right on. Then grab that bin and then type minus in. Teacher minus one on. That will be like this. All right. So what? This does it? It's going to get the total lives on, then. Minuses. It's by one. So it will be to write because the total lives was three. Now it will be too. Then it sets the total lives again to that number. Right. So the total lives now will be to OK, so it was three minus one. It will be to Andi. It will be set to two. All right, so this is the same as that one. But this is much, much easier to use. Instead, off writing this much, you only want to grab the total lives and then d Crimmins from it. Right? So let me delete that. So this mines mines, make sure that it's gonna take one away from the total lives. All right, So he'd compiling their safe on this is all that we needed in the kill player. So let's jump back to them. BP kills on. All right. In the BP kills on after we make sure that it is a bull. What we want to do is to right click and then type get game moat. All right, we want to get the game mode on. Then type cast it to BP ball moments. All right, let me connect those okay on, then make sure that as the b people moat, we want to call the function that we just created. Want to call killed player. All right, Aunt, If you remember, we created an input for the kill player. Right? We want we created an input for the kill player, which needs the ball. All right. It needs the player balls. So what we want to do is to whenever the bull in here it says even actor begin overlap. So it says if this actor has been overlapped, or in other words, if this actor has bean, you know something else has gone into that actor. What we want to do is to cast it to be people about. So make sure that it is a ball. So if it is the bull, then do these things. So if it is the ball, what we want to do, we want to get the ball and then put it in here. All right. Did you get it? All right. So all it says, let me grab another one into here. A reroute note on. Then let me make sure that there is space to see. It's clear. All right. So what we did right now, we created a function in here which is going to kill the player, right? It's a function with an input that needs the bull. All right, It's gonna destroy the ball on, then decriminalized from it. But after that in here, where did we call it? We called it in here in the Kills on All right, in the zone that we wanted to kill the player. Okay, so we say that whenever something overlaps with that, not alright overlaps into this blueprint of love's into this actor. What we want to do is make sure that if it is the ball, if it is the bull that we then we want to called the kill player function in the BP ball moat on. Then for the kill player, we will need an input. Which was the bull on then? We crapped that ball into here. All right, let me hit. Compile on, then, Safe. Aunt, um, let me close that one. And also close that one. Let's see if that works. All right, So what we want to do is to grab that BP kills on, right, the kill zone blueprint. And they make sure that actually let me make it to the centre. Right? The center is here, and they make sure that it is stone by. Make sure that it is a reasonable space. It has a reasonable space between the ground on their kills on on. Then what we want to do is de select. They're looking here on then in the X axis, maybe ASHA type 2000. All right, let me see if that is a lot. Actually, that's a lot. Ok, um let me type 1000. Is that, um we could do smaller, but I'm just gonna go with it. Okay, Maybe 500 was some reasonable. Okay, that's just fine. OK, on then, on the y axis, we want type the same thing. 1000 right? So that it covers the entire space Aunt on the zero axis. Make sure it is something like hundreds maybe, um ah. 100 is a lot. So make sure it is, um 30. Okay, maybe 30 waas Better on take it down just a little bit. Okay. So let's assess it out on right now. You can see we did not do the you. I will do the I in a bit. Just Lissy. Yeah, our player. Nice. So let's start doing the your wife. Right. Let's get back to here. Andi, let's see how we should do the you. I, um Let's go to day player hot on, then go to here. And after that, what we want to do is to grab a text and take it to here on. Then we just want to make this really quickly. So what you want to call it is to say lives fund in. I'm make sure to have a space. All right, so make sure that they will have a space between them. Okay. On hit intel on your keyboard. It is not even had to have the space because we're not doing them together. But I just like to have a space. Okay on, then. After that, what we want to do is to grab another text on, take it next to it, make sure to name the 1st 1 to be, um maybe text lives. All right. Text lives on the other one. What we want Teoh call it is to make sure it is called, um, like, sorry lives, um, count or something like that. Okay. On in the text block. Take it. Maybe take it to here on. Make sure the lives count is something like making mine. All right, so that make sure that it's ah, it can fit its space into here. All right, On after that, what we want to do. Do you want to make that want to be a variable? Actually, not. All right. Do you remember we said that? We've got two types off creating. Are you wise one off them? Waas? Ah, the type that we did it with valuables. I told you that we've got the variable type. And also, we've got the binding type in here. All right, so we did it with this, too, with the variable type, right? Which is, you know, a lot better for the computer. All right. It might take a little bit time, but it is much, much better for the computer. But also, I told you that we've got another type, which is the binding the binding. It's going to do it every single frame. So maybe it's going to do it 60 times in Onley just one second, so that will be an overhead on the computer. But I want to show you how it is done. So that's why I'm gonna do that. All right. So we will do their lives. Count with the binding. All right, so select the binding on, then click that create binding plus function. All right, click it on, then. After that, you can see that will be greeted with this. We will come to hear. All right. You see that we're not any longer in the designer stuff. We are in The graft happened. Where are in this function? All right, so on that function is called get lives count ticks all right. It's a default name that is, that has been created, right? So it creates a function for us because we created the mining is gonna create a function for us, which it has ah, returned. Not in order to return the text. All right, so what do you want to do? Right now? It is very, very easier because we did it with their binding. I told you, it is very easier than the others, but it's gonna take some time for the computer to do it. All right, So let's see how it is done. What we want to do, because our lives count was in the ball mode. Right? You can see that the total lives in the BP Balmont. So what we want to do is to right, click on in type, get the game moods. All right? We want to get the game. Would on grab that. Any type. Um, cast it to BP ball moat. All right, Aunt. After that, let me connect those. Okay, let me connect those. And after that, what we want to do as the BB bull moat grabbed that one and then type gets total lives. All right, get total life is going to get that bottle lives in here. They variable that we created is going to get the total lives on. Then just make sure that you put that bean into that when it's gonna convert it by itself. So that's it? Yeah. All of the things that we did let me here to compile and it's safe, and then go to the designer step. Um, all of the things that we did it with their coin value and the, um, health bar, we could do it in this simple steps. All right, you see that? It was very, very simple to create this on. That's it. Right now if I hit Lee, we'll see in a bit that it right it is as easy as it sounds. All right, But it's this is gonna create an overhead on because because in a second it's gonna check all of these notes 60 times, All right, 60 times goes from here to here to here to here to here to here, and it goes on again again, again again in Onley one second. So that's gonna make some overhead on the computer. So try to avoid this and I just wanted to show you that this one it's much easier. You could do it like this, But, you know, don't use this if you have the other option. All right, so we created the others with valuables. All right. Try to do it with the variables. This is an exercise for you. All right. Try to do the text. Alright? For their lives. Count with their valuables. You see that? We did it with the coin value. It's exactly the same. Okay, just try to do it. Andi, don't let me down. All right? Okay. So let's go to the graph. You see that? We have done it. Okay, so hit. Compile and then hit. Save on it. Should be in here, So let's see you see that in here? Right in here. It says lives free. If I go down, it should say lives, too. Um, yeah. Right now, you see that it says lives to on. Actually, I don't like the health bar. And also I don't like their lives. Let me make sure that they are a little bit bigger so that we could see them better. All right, let me go to the designers on in the lives make sure that its size is something like, Ah, right on. Take it up a little bit on that. Oneness will make sure that what is 30 as well. Right. So we can see. We can see It's better. Okay. Um Yep. On also for the image. You can see that if I hit, compile, and they're safe. Okay. If I hit play right now, you can see that my image looks a little bit like it has been stretched. Okay. Actually, I don't want that. Okay, so I'm gonna go to the player hut on. All right. I want to tell you something. There is something in here that is gonna, ah, let me go to the image health on, then click that size to content. So what does that mean? It's gonna make the size off this, um, based on its content. All right, So, for example, if I hit that, you can see that of my image is going to be a little bit smaller, and it's not Stretch it all, But what it is actually going to do is gonna bring their Let me go to here on slimming go to the textures. You see that in here? Let me click on its properties on, then go to the details on. Let me see where this. Okay, it's gonna bring the dimensions. All right. You see that? The dimensions it's with IHS 400 pixels and its height ISS 60 pixels. It's gonna bring that dimension all right to hear. All right. So it's going to create the image based on its original dimensions that we, you know, brought it toe on riel engine on if I did this. So let me bring the health bar to hear on. Make sure that the health bar right now, Fitz Yeah, I think they fit. Okay, I I think. Okay, aunt also, um, actually, but there's something about this. Okay, So, um, for an image like this for the coin you I If I see that in the corner, I Let's test it out. How it is, properties are done. So right now, you can see that it's dimensions are 512 my 512. All right, so it's if I hit size to content, it's going to create an image with 512 on 512 which might be a little bit bigger than this one, because it's not 512 by 500 jobs. So let's see what is gonna do, right? Oh, my God. You can see that right now. It's size is going to be Is that in here? In the image size, it's gonna be 512 by 500. Health, which is something that we don't want. Okay, just click that one the size to content again. I mean, don't click it. Alright, De selected or whatever You want to call it on, then hit, Compile, and they're safe on right now. Everything should be fine. Let me play it again. Yeah, I think the health bar, actually, we could make the health for a little bit bigger, but I don't get that much. Okay. Uh, okay. So you can see that, Um if y all right, if my health goes down to zero, we don't die. Right? So we've got that problem. And also, if we die, we're not going to respond around. They've got lots of problems. No worries. We're going to solve the problems in the next video. All right. In the next video, we will do the spawning system on. Also, if we have time left, we might do they, um you know, dying with the cactuses. Right? So if our health goes down to Cyril life like this, like this, then we will die, right? Right now, we're not gonna die on if if we go down, you can see that our lives count goes to two on, uh, in the next video, we'll make sure that we can respond and then, you know, play the game again till we reach zero lives. All right, guys, um, I really hope you learn something new today, and I'll be very, very happy to see your honest reviews. So if you want to tell me anything, if you want me to improve anything or you just want to you just have award in your chest that you want to take it out, All right? Just tell me whatever you want me to improve. Whatever you wants me to act into the game or just make a review so that other people can see them. All right, Um, just to a review. If you want Teoh. All right. I hope you learned something new today on to you guys in the next video. But by 32. 2.28 Adding The Respawning System: Hello, guys. And welcome back in this video, we will talk about how to do the responding system so that our player can't respond after they die. All right? So after they come into here on they die, they can respond from the first position that they started to play from. Okay, uh, let's see how we do this. All right, So, first of all, what we want to do is to go to the BB Walmarts. All right, on then. After that's go. Today, even graph on, actually, what we want to do is to create a new event which is gonna respond or player. Right? So we want to right click on in type ads, Custom events. Sorry. At custom event on in type. Let me come to here. Right. We change the name and then changing to Spong player. Right. So spawned player is the name off this custom vent hit, compile and and hit safe. And after that, what we want to do? First of all, let's check that in the kill player. When we kill the player after we do everything all right, we will want to call that spawned player. All right? The custom event that we just created. So after we kill the player after the lives has Bean, you know, Dick remitted, we will want to call the Spartan player so that the player will be spawned at its first position. All right, so his compile in and hit safe and let's get back to the events graph. So let's see what we want to do with this Palm player. So you want to grab this pin on, then after that, what you want to type is spawned. Flair. Sorry. Spohn actor from class, right? Spawned actor from class. So what this Spohn actor from class does? All right, it's gonna Spohn blueprint class in this position. All right, so because this note is an you note, and we haven't studied it yet, so I want to show you what it actually is doing. All right, So don't do this. Ah, I'll just show you what dissed us. All right, um, let me go to where should I go? Whatever it iss, actually, um, let me create a new blueprint. All right, let me go to the blueprint class on, then create a new blueprint. I'm just going to call it BP test. All right. Don't do this right. You don't have to. I'm just going to show you something. Okay? So in the event craft, what we want to do, um is to say in the event begin play. All right, so whenever that BP test, let me put it into the screen. Right? So whenever that deputised has Bean in the game, what we want to do in the event begin play. So, in the first frame, what we want to do is to spawned actor from class, right? So we want to spawn an actor from class. Which close do you want to spawn? Let me see. What do we have in here? Let's pound a BP jump box. Right. So phoned BP jump books. Right. You can see that it's in here, baby. Jumbo looks at what position to want to spawn it. Um, let's bonnet at Let me hit split struck spin on the ticket. A little bit up spawned, transform location. Let's just make this that access to be 50 right on, then hit, compile and then safe and just let's diss it out. What? It does, right? One normal. Okay, this is just fine. OK, right now. You can see that, right? This is gonna spawn a jump books at this location. Right? So this is just gotta Spohn. Ah, blueprint at that position. You see that? It's going to give me an error. So, you see, it was spawning a You know, I jumped books in here. It's gonna give me an error because I did not hit Compile on the B people. More than that is just fine. Right. So let me, um, close that one on. Actually, I want to, uh where is it going to delete the BP test? All right, so let's start on and continue what we were doing before. All right? So let me go to there. Be people. Not again. So what we want to do is whenever we call that's pound player custom event, what we want to do is to, um, spawned an actor from class. So what actor do want is the VP bold pound right? We want just found a ball right on. Then after that, what we want to do because the bull pound right, because it's a pound. All right. It's not a normal actor. So for the jump books, we didn't have to do anything else. We only need it, too, you know. Give it that transform on the position that it's going to respond that, but for the BP bull pound, because it's a pound class, all right, so that a player has to control it. It's a pound. So what we want to do in the instigator, you see that it's going to say pound object reference. So what you want to do is grab it and then type get pound all right. It's going to get it to here, gets player pound right. So you want to type get Blair pounds so it's going to get the player pound off the first index, right? So what this says is that this is a pound because it's a pone and not a normal actor. We will want to call the first pound or write the player that's gonna control this, right? So after that, what we want to do is to give it a position that it is gonna spout at. All right, So let me hit, compile in and say If you see that it's going to give me an error on error because we did not have a spawned transform, so we will have to make sure that we give it a spawned transform. So let me come to here. Where should we spawned our player? Right. Wish we Spohn horrible. Whenever it dies, Um, a normal thing would be to spawn it at the first position. All right, so at the first position, wherever it started. Okay, so what we could do is actually to select the player, start on, then get its location, get it ISS rotation and type it in here right in this place struck me in. But actually that is not a good thing. You know why? Because if we whenever we moved our player, start to another position on, then we would have to change everything again in here, which is not a thing. Okay, So what we want to do is to let me recombine the structure bent. We will want to get the transform off that player start. All right? We will want to get the transform of that player start and then give it into here so that whenever we're respond or player, we will want to spawn at that position. Okay, So what we want to do is to actually in here. First of all, we won't want to create a variable on. Then call it's pound position, right. Spawned. Position on. They make sure that it is variable type is a transformed. Right on, then hit. Compile and safe, Aunt. Okay, let me give this pound position to be here, okay? And then hits compile. I'm safe so that the error will go. OK, so we did not said that spawned position because we did not said it. It's gonna be 000000 And obviously on the scale would be 111 That is just fine. Okay, so now we will want to make sure that this palm position gets its transform values from the player start. So how do we do that? All right. So there are a lot of ways in order to do this, But what I find it the best way so that we can manage to do some more things with it. So I'm trying to imagine the things that we will do in the next couple of videos. So that's why I found this way so that we could do some more things with it on the later videos. All right, this way. It's great. And I will show you why it is great in the next videos. Okay, so what we want to do is to go to the bull prints. All right, click that little arrow and then open the level blueprint. So what we actually are going to do is to open the level blueprint. All right, let me take it to here. We will want to open the level blueprint on. Then we will want to, you know, get that player start into their level blueprint. And in here, we will want to call the BP ball note on set. It's pound position in the level blueprint. All right, so it is very easy. So what? If you want to do, is in the map, we will want to click the player, start right on, then grabbed the player. Start on, then put it into the map. Right? Put it into the level blueprint. Okay, Hit. Compile. And they're safe like that. You can see that the player start can be a blueprint. All right? Can get into a blueprint. But you can see that we cannot get the player start and then put it into the BP bull note. That is not a thing. Why? Because why could we do it on the level blueprint? Why did Why can't we do it in the BP Balmont? Because I told you that this is a level, all right, On every level has its own blueprint. That's why. All right, everything in the level can be put into the level blueprint on, then do our codings with them. All right, So we can put everything that we want in here. If you want to interact with them, right in any ways, we can put them into the level blueprint, and then we can change them in the BP ball moat or whatever other you know, blueprint that you'll want to use. All right, so let's go to the map. Blueprint. Right. The level blueprint on what really actually wants is all right, let me take their players. Start to hear on. Actually, what we want is to change their spawn position from the BP Ball mart. Okay, so what we want to do is to right click in here and then type get game modes. All right, get the game mode on, then crab. That Annan type. Cast it to BP ball much on after that limit. Connect those What we want to do as the B people moat, we want to sit Spohn position. All right, We want to set the spawned position on then grab that and connectors on this pound position . Actually, we should rename this to Spawned Transform, But that is just mind. Okay, What we want to do because this palm position is transformed, right, it's ah, spawned, transform. So what we want to do is to in the player start, we want to get transform, right? Get actor transform. You see that? So get the actor transform and then put it in here. Ok, so all we did was that we got the player starts on, then we got it's transformed. So we got the transform off the player starting here. We got the values in here on. Then we put it into the spawned position. So that's palm position now equals to this value. So wherever we put it right now, if we move it, if you're rotated, if you do whatever you want, all right, it's gonna always all right. Give it is value. Give this volume into the baby bull moat right into the spawn position off the B people more. So whenever we call the player start. All right? We would never recall this pump later. Actually, it's gonna spawned the player at that position, right? The position off this player start. Right. So let me take it back into here, all right? After that, what we want to do, let me hit, compile, and then hit safe on the level blueprint and then get out of the level, Brooklyn. We don't need it anymore. So after we spawned the player, all right, well, after responsible, what we want to do is to give control back to the player, all right, Because the player died. It cannot control the ball anymore. So after we create the bull, all right, we will want to give the control back to the player. All right, So what we want to do is to write, like, a nen type possess, all right? Oh, actually, yeah, we we cannot type for this right now, because this context sensitive is selected. So if this context sensitive is selected, it's gonna bring all of the related things, But we can de selected to get all of the notes on the aerial engine. All right, so this is not a new important thing, all right? This is just, you know, for convenience reasons and in order to show you all of the things that you might need in here. But there are lots of things other than this. All right? Which are he didn't in their context sensitive. So if i d selected, you see that the things will get much more, you know, larger. Okay, So what? We want to type ISS. Let me get back to top and then type for this. All right, So you can see that in here possess is in here because we d selected the context sensitive . All right, so select the position and then grab it into here on after that. What we want to do is to get the return value on, then put it into the impound so that we say that this actor that we have created is the pound right. We could have created a pone on also connectors on. And after that, what we want to do is to give the control back to the player right. So the target should be the player that is kind of control it. Okay, So the targets grab it and then say, gets player controller. Right, Get player controller off the index zero. So this is all it. Okay, So it's going to call the custom event on then the custom event is going to create the bull in that position on git ihsaa pound for the first index. Right? It's upon for the first player on. Also, if we want to possess it to their first controller so that the player can control it, this is all it. Okay, So hit, compile and then hit safe unless tested out. If that even works, right? So let's go to the map on them. Play it on. You can see that, right? So if I go down, our lives should be too. Yeah, on we came back on before I go down, we'll come back again, come back again on we will come back again, and it goes to negative values, which is not that great. But actually, we didn't That is a great job. Okay, um it goes on and on, and it was really frustrating that it waas rotating in that direction. Let me make it. Yeah, that is much better. OK, we went to negative lives count, which is not a great thing, But we will make sure that we solved that problem in next videos. But actually, what I want to do before we wrap up this video is, um when we die, we will want to, you know, have one or two seconds before we die in here. All right, so we'll have one or two seconds that we will be in here and then we respond, not die, and respond all immediately. All right, So what do you want to do is to go to the BP ball modes on After that, what we want to do is to grab all of this and then take them aside. And after that in this pound player, we want to grab that on in type delay, right? So that we will delay it. For how much should we delay? It's maybe two seconds is fine. All right. We wanna delayed for two seconds and then hit, compile and then safe, unless see if that works. Yeah, it's working, but it's not that great. Um, let me see what we could do. Okay, so imagine it like that. Whenever we come down on, we wait for two seconds. What if our player is getting destroyed, right? Like a bump or an explosion. All right. Yeah, I think I think that will be great. Okay. So because we, uh, when we created our project in the first video in the first couple of videos, I don't know what video was that, but because we created the project with started content. All right, in the starter content, If you go to the particles, you can see that we've got an explosion. All right, which is like this. Okay, so I want to use that explosion right like this whenever we die, right? I think that will be great. And, you know, we can use that. Okay, so let's start doing that right now. All right? So what we want to do is to actually where should we put it? Um, yeah, yeah. What do you want to do is to put it into the killed player. All right? So whenever we kill the player before we destroy the player right before we destroyed a bolt, we will want to you know, get the explosion on, then destroy the player. All right, So what we want to do is to grab that. Been on, then. Type Spohn. Particle particle. All right, you can see that we don't have spawned particles, but we've got spawned emitter at location We don't want attached. Okay. We want pound emitter at location. Actually, particle systems are because they are emitters, so sometimes they're called emitters. All right, so spawned emitter at location. All right, so, like that on, then put it in here. On what emitter do we want to spawn ISS the explosion. Sorry. Would die type. Okay, the explosion. All right. On at what's location should respond it. Ah, we can get the location from the bull. All right, so after that, what we want to do is to grab the pin from the Blair ball, but we want to type is to, um get fear. Ah, location. Right. Get world location off this fear. Right on. By the way, if you could not get that ah gets fear location. All right. Get the world location of the sphere. What you want to do is to actually just close the BP Balmont and then open it up. Sometimes it it's not gonna work. I don't know why, but sometimes it's not gonna update. So if something did not updates in your coat, what you want to do is only just, you know, close it and then open it up on it should work, right? So the first time I did this, it did not work. So I had to close it and then open it up so that I could get this notes. All right, the reason that we want to get this fierce location, not the location off the flare bull, is that all right? So whenever we start our game, if I opened their BP ball town on go to the view fours, what we want to do is actually because our vault pound has a default seen route, so that will stay in here. But the bull goes and moves around because the bulls, the sphere is moving around. So that's why we want to get the location on the position off the bull, not their bold pound. Right. We want to get the position off the sphere because our ball is called a sphere in here. I don't know the reason I think it was the default name. Um, okay, Yeah. We don't want the devil. Syria. We want this fear. So that's why we are going to I want the location off this fear. All right, So we will want to get the world location off the sphere. And then after that, put that location into the location off this pound emitter. And also, we will want a sound which I think that explosion should have a sound. Maybe so. Grab that. Being an in type spawned sound at location. Yeah, that one spawned sound at locations. So it should be I think it should be explosion. Yeah, you see that? We've got also the explosion killed, so just select the explosion. Que on then, um, grab their get world location and put it in there as well. So that should work all totally fine. What we only did is to get the sphere's location and then put it into the explosion location. And also this spawned sound location on everything else just stayed the same. All right, Hit. Compile in and hit. Safe on. Let's see if we did not forget to do anything, So I think it should be fine. All right. So let me see if that's works, all right? I think the sound is let me see the sound Waas Really, really high. Eso What we want to do is to let me go to the content. I might not find it, so I'm going to the content folder and then type of session here type explosion. Right? So the explosion killed. That was the thing that we used both Explosion que on in here in the volume multiplier. Make sure is I don't know. What should I put? 0.25? Yeah, I think that should be much better. Okay, let me play it. Yeah, maybe. Right, It's safe. Then let's see if that works. Let me say that once. Well, I don't like, but I save everything. Ah, lot. Right. So his blade on, then let's see if that works. Yeah, I think this is This is much, much better than the other one, right? Without having an explosion or anything dying just like that destroying. And this is much, much better, right? Boom. Okay, so right now you can see that we can get even to negative thousands off lives which is not cool thing on. Also, we won't die with our health That drops into Syria, which is not cool thing. But we will make sure that we will solve these two problems in the next videos. I think in the next video we might solve them. Right. So, guys, thats was it for this video? I hope you learned something new today. I hope that I could help again. So tell me what you think and what you want to be added into the videos so that I can put it in next upcoming videos. It will be great to know your suggestions. All right, guys, until the next video, keep learning be safe on to you guys in the next video. Bye bye. 33. 2.29 Updating Player Death with zero Health: Hello, guys. And welcome back in this video, we will make sure that or player dies when their health value reached zero. So, for example, if I hit, play right on, let me see. So whenever or health value gets into zero right now, we won't die. Right? So we want to make sure that or player dies whenever we reach zero. Health. All right. So what we want to do is to go to the role bowl and then go to them low prints right on. And after that, what we want to do is to go to the BP ball pound on, and after that, we want to go to the take damage function, because in here we can see that our player is being damaged. So whenever the player is being damaged, we want to check that if our health volume all right, if it has been dropped in here, the ball health, if it has been dropped to zero. So if it has been dropped to zero, then we will want to kill the player. All right. So what we want to do after the or player takes the damage and the health has been updated on the you I So after everything, What we want to do is to check if our health has been dropped to zero. So how do we do that? All right, so we want to get our bold health, right? We wanna get it on, then grab that pin. And in type less than all right. Less than and equal. All right, so you see that these two signs, this is the lesson. So it checks if the bull health is less than or equal to that value. So select that float less than or equal to float, right? And make sure that in here it is 0.0, because we want to check. If our health has been dropped to 0.0 on after that, this will create a bullion. All right, So the bullion says if it is true or false, All right, so grab the bullion pin on, then type brunch. All right, this brunch is like a condition. All right, so let me connect those right on. Then I'll tell you what this is going to do. All right, So this brunch has a condition, all right. If the condition is true, then it is gonna do this pin. But if the condition is false, then is going to do this spin. All right, so this brunch is based on a condition, right? So if the condition is true, it's gonna do this on if it is false is going to do that one. All right, so right now we are checking if the ball health is less than or equal to zero. All right, on if it is true, what we want to do, actually let me delete their pin, right? If our bull health is less than zero, we want to kill our player. So how we do that, Let me crab those on Take them to hear How do we kill over player? So what you want to do? Because in their BP bold march, we had a function. We created a function which is called Kimbler, that is going to kill the player, right? So that has made our job easy. So what we want to do is to just if our health is less than zero, we want to call that function. So we want to right click, and then type gets game modes right on. Then after that, we want to grab that pin and in typecast it's too beefy ball moat. And after that, let me grab those and take them to here on Connect that one on what we want to do with the B people much. We want to call its kill player function, isn't it? So we want to say kill flare. It's after that, right? We want to connect that to the return. Not all right. And remember, in the kill player, it had an import, All right? The kill player had an input, which was the ball, so we had to give it the bull than the kill player would kill. That bull, isn't it? But if you see that we are in the BP ball pounds, so we are already in the bowl blueprint. If I go to the view port, you can see that we are in there a full pound. All right, so how can we give ourselves to a function? All right, So how can we represent ourselves? So if I grab this being, there's a note which is called this. All right. This gets a reference to the self, So that means we are giving ourselves to their kill player function. All right, so hit, compile and then safe. And let's see if that's worked. All right? I don't remember. All right, so let me take that to here. So if our bull health is less than zero, we wanted to kill ourselves. But what if our health did not drop to zero? So what if your health was not less than zero and it was maybe 40 or 50 or anything like that? What we want to do, we want to do nothing. All right? We just want to continue. So that's why in the force we want to just grab it and then put it into the return note. So let me take it down a little bit. Just put it into the return notes on everything should be fine, Right? Because if four health did not drop to zero, we don't want to do anything. Okay, So his compile and then hit Save on. Let's see if that works. So if I play Ouch, Okay. On things time, you should die. Yeah, we are debts. Okay. On the fourth. Tested again. Let's see if that which work again. Okay, on, then. Let me back outs on. We've got errors. Okay, let me see what there are. Says, um, run time error in the BP cactus. Okay. Function as impose. Okay, so it says it cannot at the impulse to the ball, because when we, you know, in their BP cactus. All right, let me go to there, edit the blueprint. Right. So this says that before you see that in here, we've got the at impulse. All right, So before it says before adding the impulse, the ball is dead. All right, There's no bull to add the impulse into All right? So because the ball is destroyed now, it does not knows how to at the impulse to the ball, because it has been destroyed. All right, so what we want to do? All right, So where does the ball die? Okay, so let's see what the BP cactus does on. We will see how to avoid these errors. So when the bull gets into this cactus is gonna check if it is the bull on, then it's gonna give it a damage. All right? We've got the damage function that we created a earlier so that take damage. If I go to the take damage. It's gonna what is going to do? It is the function that we touched earlier on. It's gonna kill the player. All right, so that is the problem. You see the problem So it's gonna kill the player. Take damage, is going to kill the player and add impulse wants to add an impulse to the ball. All right, So what we want to do is to make sure that before we called the damage function, we want to call the ad impulse function. Why? Because if we add the impulse first on, then at the damage to the bull, then we will have no problems. Even if the ball lives, we have, you know, at the dimples, and Interpol will die. All right. So what we want to do is fairly easy and simple. Um, how can we do this? Okay, so we want to take that one to be in here. Okay? So the best way to do this is to select all of this, right? Select. This one's OK. In the middle on then. On your keyboard. Hit control on, then X. All right. So the control eggs is going to cut the notes that were selected. All right, Aunt. After that, what we want to do is to let me take those two here and take that. Want to hear on, to make the ad imposed to be in here And actually let me delete these reread notes on. Then after that, give that one to hear on that. Want to there and connect those again on? Yeah, that looks clean on. So let me take those two. Decide on after we add the impulse in here in an empty space. Just hit Control V. Right? So it's gonna bring back the things that we cuts. All right, So let me take those two here on. Make sure that right? They have enough space between them. Oh, what I do. OK. Uh, yeah, that should be fine. On also, do we have any Okay. Yeah, in the take damage, we want to get our ball right. So we want to grab that and put it in there. Which looks it does not look so good. So let me take that one up. Take that one up on clay me Take this one down on this one down just to make it a little bit Maicer to be, you know, to be able to see it myself, OK? And yeah. So all of the things that we did was just, you know, bring the ads impulse nearer to the start on, then the take damage. What I do on the take damage on also move component to we put it after we add the impulse. All right, so we his compiling and safe on I think that should be a fine right. Okay, so we died on Let's save that has solved the problem. Yeah, Right now we don't have any errors. As you can see on before we finish this video, I want to I just want to make sure that let me go to the B people bone on, then go to the boil. Just make sure that the default value of the bull health we put it to ah, hundreds. All right, just make sure that it is 100 so that we can start to be the 100 health and then it's combined and it's safe. Onda, we should be good to go. So now if our health drops to zero, we should die Fright. Yeah, that is so cool. all right. But if we get, you will die. If we get less than zero, health will die as well. So, guys, this was the video I hope you have a nice day on. Also, you have anything to tell me? Please tell me wherever you want in here or on YouTube or Facebook or whatever you want. Just tell me on Do not hesitate. All right, guys, Thanks for watching and see you guys in the next video chow. 34. 2.30 Restarting the Game: Hello, guys, and we'll come back in this video. We will make sure that our life's count whenever it's which zero, we will restart the game. So right now over life's count is three bucks. Whenever it's which zero, it can go to even negative numbers, which is not cool. And we will want to solve that problem right now. All right, so let's start. All right. So go to their role bull folder and then go to the Blueprints folder on. After that, what we want to do is to go to the BP ball much. Andi, let's see. Yeah. So in here, after our player dies right in the kill player after our player dies, we will want to check if our life's count, if our total lives has reached zero or not. If it has reached zero, we want to make sure that we will restart the game. All right, So before we do that in here, what we want to do is to create a custom event that handles were starting the game. All right, so you go to the event graph on and after that, what we want to dio let me grab that and take it down a little bit on. Let me delete the event IQ. Okay? Because we do not need it. Okay, so in here, in an empty space. Right. Click on, then type at custom event. All right, on, then. Type restarts level right. Restart level. All right. So in the restart level, what you want to do is to just grab that. Been on, then type open level. All right, this often level is gonna open a level, right? It's gonna load a level it with this name. Right? So whatever name we give it, it's gonna search right in the content browser and in everywhere. But we've put our levels in here, all right? It's going to search for all of the levels in here and see if there's a level that much. This name. All right. So whatever name we give it, it's gonna load that level. All right? So what name do want to, right? We want to write map, right? Map one. Right. Because this is the level. So whenever we restart our game, what you want to do is to restart from this level from the same level. That's why we want to restart it from map one. Right? So all we wanted to do is to do this and then hit, compile and save. And after that, what we want to do is to find a place that we will call that restart level. All right, so in the kill player, we said that we want to check before spawning the player. We want to check if our total lives has reached zero or not. All right, so let me delete that pin on. Take this one to this site. What we want to do is actually to check if our lives count has reached zero or not. So in their total lives, whenever we deck remitted, what we want to do is to grab it on, then type less than right less than integer less than integer on. If it is less than zero, what we want to do with that bullion, we want to grab it and then type brunch. All right, so that brunch is gonna check. All right, that branch is gonna check if the total lives has reached zero or not. All right, if they total lives high, switched, negative one actually discounts to negative one because it checks if it is less than zero. All right, if it has reached less than zero, what we want to do? If it is true, we want to call restarts level, right? The custom event that we created earlier. All right. And if it did not reach zero, what you want to do is just to spawn the player as normally, right? So all of the things that we need it was this. All right, let me test it out, compile and then safe, and let's see if that works. All right. So I'm gonna kill myself, right? Total lives will be to aunt. Actually. Let me collect some coins on, get some damage right on, then kill myself. Right? You see that? My health bar fools, but the coins will remain the same. I 30 on. If I killed myself again, it's gonna be lives. Zero on. This is for the last time, if I kill myself, all right. Oh, you see that? Our coins has reached zero. All right? It came back to zero and or coins came back to here that we can collect them. And also let me show you something else. If I opened the door. All right, on then. Killed myself. Right now you can see that the door is still open. Right. The door is still open on door coins is still 30 isn't it? All right, let me kill myself again. The door is still open. As for the last time, if I killed myself, the door should be closed and our coins value will get to zero. And the coins were responding here. But right now, just look at the lives count. It's gonna There's a glitch it's gonna reach to negative one. And I don't want to see that. All right, look at the lives count. You see that? It was negative one. All right. So you see that our coins came back, and also the door is working again, so we have to open it again, right? So, yeah, we did a great job, but we had a little bit off things that we can change. All right, so, first of all, um, there was a glitch when it was counting to negative one. We don't want to see that. Negative one. So what we want to do? Let's see where that problem is. Right? So we destroy the actor. We de crimen the total lives and then check to restart the level or spawned player. Right. So you want to check if the life's count is zero After that? We want to decriminalize it, right, so that we will not reach negative one. Okay, So let me just, um, delete those notes on then Liming Crab does and take them here. All right, let me delete them. Okay, Let me just delete them. And they bring the total lives to hear on the media elite house ones are swell on. All right, So what we want to do is to festival check before total lives has reached zero on. Then do the deck Riminton, or we want to restart the level. All right, so, first of all, we want to get our total lives on. Then after that, we want to check if it has for its Cyril. So we want to hit equals on our keyboard. All right. You see that there is an equal in teacher. We want to select that on if it has free zero. If it is equal to zero, we want to do a branch. All right? I want to do a branch on, right? If our total lives has freed zero, we want to restart our level right Restart level. But if our total lives did not reach zero, we want to de crimen it on, then spawned the player, isn't it right? And then hit, compile and safe on. After that I think we're finished. But go to the event graph on before we restart our level before we open the map. One level. What we want to do is to you just add ideally right so that it delays for some kind of seconds. Maybe we should do this as three. Do not be like the other ones. The two in here. We could decrease that as well. But no, that's just fine. The Spahn player will be too. But they're restarting the level after we die. Totally. It will be three. So it compile and then hit. Save on. Go to the map unless tested out for the final time. All right. So if we call like the coins on opened the door or do anything right and then die for the first time. You see that our coins remained the same. Our doors will be opened. The same. All right, Aunt, if we have any damage, right, and then die again this time, right? Our health bar will full on. Also are coins will remain the same. Our door is open as well. But if I die again all right. You see that? I will come back. And this is the last time. All right, So if I die this time, probably have some damage. Or actually, let's die with this. All right? Okay. If I die this time the door close, everything should be fine. Yeah, You see that? We came back to the first place. All right, guys, this was it for the video on in the next video, we will have Ah, nice feature that we will add it to the game. I don't want to talk about this right now, but it will be a cool feature for the game. Alright, guys, See, in the next video on chow 35. 2.31 Adding Checkpoints: Hello, guys. And welcome back in this video, as I promised, we're going to add a cool feature into the game which is adding checkpoints into the game. All right, so let's start doing that. Basically, what we mean by checkpoints is that, for example, you came to this place and then you died. You will come back from this place, not from the starting position. All right, so that will be much cooler. All right, so let's see how we can do this. All right. So, first of all, what we want to do is to go today rolled wolf older and then go to the blueprints. Fuller on. After that, we want to add a new blueprint on lemon right click on the select blueprint glass after a select actor, and then call it BP. Checkpoints points. All right, so open it up. All right? So what we want to do, Mr First go to the view port and then add component five box so that we will add a box collision, right? So that whenever our bull enters that checkpoint, it's gonna save our game. Right? So let me for it. The box collision a little bit up. Yeah, put it like this on after that. What we want to do, actually, in order to see our blueprint, let me hit, Compile in and it's safe. And then put this into here. And if I right now, right? If I right now, put our beefy checkpoints and then hits play and you can see that we cannot see our blueprint in here, right? So that we want to at a visual thing that we can see our blueprint that saves our physician . Right. So let me delete that for now and then what we want to do is to add component and then type arrow, right, So that we can add a narrow. Make sure that the arrow is not ah is not a child of the books, right? Make it a child of the scene. Roads on picture. Let the are off faces one direction, right. It's not facing the upside. Okay, It's facing one direction, and actually, we could take it a little bit up, isn't it? Yeah, that would be much cooler. So hit, compile in and hit safe, and then go to the even craft. All right, so in here of what we want to do even actor, begin overlap. What we want to do is make sure that the other actor is the ball. So cast it to BP ball pound alright, cancer to be people pound on. Then whenever we made sure that it's the ball, what we want to do is to get game modes writes. We want to get the game mode and then casted today VP ball modes, right. We want to cast it to the people moat on, then in the BP ball mode. You remember we had this, right? So in the B people much, we had a spawned position. So right now we will want to change this pound position, toe another position. All right, so this palm position was a position that whenever we spawned our player, All right, that's player. All right. The bulls would spawn at that location, isn't it? All right, So what we want to do is to change the position to this position off the checkpoint. All right, so let's see how we do that. Okay. So as there be people, most we want to grab it and then type set spawned position. All right. Said this palm position this one on. Take this to here on. Then what do you want to set this bomb position to write? Well, want to get our arrow right? Get the arrow on, then grab it on. In type. Get world transform. All right, We want to get the world transform off its on, then put the transform in this pound position. All right, so, like this, if we give it our transform, All right? We did not give it the location. We gave the whole transform. So that means wherever, wherever that arrow is facing, it can give the direction two. Right, So he'd compiling. And it's safe on Let's see if that even works. All right, so right now if I put the BP checkpoints to here, Um, actually, we cannot see the BP checkpoint, so we want to add something to it so that we can see it in the game, isn't it? So, um, what can we do? Actually, we could We could give it a particle system. Right. So in here, we can add a particle system. All right, so tie particle system in here on, then make sure that the particle system is, um which particle system can we use? Actually, there are lots of things that we can use. We can even use our VP healing. All right. We can use that as well, so that we can see it, isn't it? I think this looks cool. Rights. Let me see that in the game received. That looks good. Yeah. Whenever we go to that place, it can save our location. Right. But if we can also use another one, let me see if there is another one that we can use. Um, yeah, this one. I think this one looks fine, isn't it? Yeah. We can use that one, so make sure he's compiling and hit safe on. Then let me see how it looks in the game. Oh, it disappears. All right, All right. So it disappears in a little bit. Let's see why it disappears. All right, So you see that in here where we chose that p buff shout Freeze. Right. So select that magnification. Right? And it will take you to the place that this is Start right. So open there. Particle system on after that. What we want to do Let me see if that is okay. You see, that it's gonna go after some seconds. All right, So what we want to do is in the ice charts view. All right, in this one, not the others in this one in the lifetime. Make sure that the lifetime is we can change the values in here, But just in the lifetime, click that reset to default thing, right? Just click it so that the lifetime will not go away. Right? It's safe on. Then let's go to the map on Let's test it out. All right, so it's not going anywhere. Okay, so let me put it into Ah, a place like this, right on their rotated around, right? So that it faced this direction, Aunt. After that, we wanna cult on, then drag it to another position so that we have a duplicate of that. Okay, so we will want to add another one in here just to test the things, Aunt. Also, we want to, uh, old and then grab it to here. All right, so let's see if that even saves. Right. Let's see if that is saves the game. Okay, So let me play it on. Let's see if that works. All right? Okay. so if I opened the door on, then go to here right on. Then. If I die, I should respond in this position. Yeah, We are responding in here on defy Go up here. Right. Okay. And if I go to that one and then throw myself, I should respond in there. Yeah, that is really cool. Right on. Solicitous it out with the other side. Right. Okay. Ice. Nice. Nice. Okay, let's see if we go to there and we can respond at the same position. Okay. You can also add a sound to it, which is great. You can also create your own particle systems. But because we did that earlier, I don't want to do it again. All right? So you can do that by yourself, okay? Yeah, it is really great. We are responding at the same position that we want it. Aunt, if you do not have any more lives. So right now my life is zero, right? Let's see what happens now. We are going to spawned Yes, at the first position. That is totally in phrased. Right? So if your life's count drops to zero, yours pound at the starting position. But if you have any lives left, you will spawn at the checkpoints. All right, so if you're if I die right now, I will Spohn at that position, which is great. All right. Um, right, guys, this was it for the video. I hope you like the video on. I hope you'll learn something new. All we had to do was because we designed our bold mode with this palm position, which is a great design like this. All right, because a horrible was pounding at this palm position. All we had to do is in the baby checkpoint. All we had to do was to change the spark position to a new position that we gave it. Right, so on. Also, if you want to, you can select your arrow because we gave their place off the arrow on. We can select arrow and then put it a little bit up, right, so that our bowl will spawned a little bit up, or we can, you know, take it down so that door horrible will spawn at this position. Right? So wherever you put that are on, wherever it is facing, the bull is gonna respond at that position, location and flotation. All right, so he's compiling and it's safe. Don't forget that. Let me close everything on. Yeah, this was it for the video. I hope you guys learned and you think today on we are closing down to the final videos off this course. So if you have anything to tell me before I finish the course, please tell me if you want anything to be added to the videos. All right. So the only two things that I'm planning to make a video off right now is one of them is adding a postman. You here so that we can quit the game and the other one is going to another level. Right? So, going to next level, for example, you finished that level and you're reached here, for example. You will go to the next level, and that's it. I think the course will be done by that. If he wants anything to be added to the course, please tell me. And don't forget that before we finished the course. All right, guys. Syrian. The next video. Make a review if you want to. Andi. See you guys. Next line 36. 2.32 Creating Pause Menu (Part1): Hello, guys. And welcome back in this video, we are going to learn how to create a pause menu for our game. So right now our game works pretty much fine, right? But we want to have a pause menu so that we compose the game on. We can restart the level, or we can resume it or we can quit the game. Alright, guys. So let's start doing that right now. So the first thing that we want to do is to go to the Role ball folder and then goes to the blueprints folder on in Here. If we want to create Ah, you I for our powers menu. All right. Right. Click in here and then select the user interface and in select widget Blueprint on. We want to call this. What should we call it? A pose? You are right. How's your? Yeah, that will be fine. Open it up on. Let's see what we should do with it. All right. Take it to here on. Let's create and design our post menu. Alright, So, first of all, what we want to do is to grab a border and then put it in here, right? We want to grab a border in the center off our you are. So let's put the anchor in the center. That will be much, much better. Select the anchors and then put it into the center on. Make sure that these things are all set to the default size. All right, on the alignment. Right now, you can see that our you know, our border is a little bit to the right side and a little bit to the down. But if we do it like this, if we select the border on, then in the alignment put 0.5 on the X axis and 0.5 on the Y axis, it's gonna be in the center off our your eye right now. You can see that it's in the center off, Ari, I So what we want to do is just make the size X and the size. Why a little bit bigger? So what should we use may be in the X. We want 500 on and in the UAE, three hundreds. Yeah, that could work. All right. That is not bad. Ondas after that, what we want to do is in their content color. We want to select it and then just put a color into it. Oh, actually, no. Not that one in the brush color. Yeah. In their appearance, not in the content. In their appearance in the brush color. We want to select it and then just make IDs. All right, let it be like this. And also, we can turn down the Alfa if we want to. Yeah, I think this is good. All right, so select that. And after that, we have got three bottles that we want to add, right? So grab a bottle and then put it in here. Do not put it in. Do the border right away. Just put it in here and then grab it. Take it to here on. Make sure that the anchor off the bottom is in the center as well, right? Just put it in the center on to put the bottom in here. Right? It just fine. Right on. After that, what we want to do is grab a text and then put it into the bottom, right, so that we can have a button that has, as some you know, some texts in it. Right on. By selecting the button make sure to hit size to content so that whenever we write anything in the text, right, whenever we write anything, the bottom will grow with the size off the you know of the text. Right? So let me show it to you. So if I select the text on then in the text Look, if I type g right, you can see that the bottom will, you know, be smaller because the size is smaller. Right? So what do you want to type is resume right, Andi? All right. By selecting the button, put it in here. OK, that is just fine. We can put it a little bit to that side, but that is fine. And by selecting the bottom, make sure to rename the bottom two. Rizzi. Um uh Bt Alright for button resume Bt on by selecting the button in here. All right, make sure to press control and w on your keyboard, right? So that it will make a, you know, a duplicate off the resume. So if I select the resume again, right, because we need three Butters. If I select the resume and then click, uh, control on w on my keyboard is gonna make you know two copies off it. All right. So select the 2nd 1 and then brig bring it a little bit to let me do that again, right? Uh, yeah. So, like that one, and then put it into here. I know that I deleted the other one is just fine. Right on, then in their text, What we want to type is to, um, quits game, right? Ah, or weaken type. Restart level in the 2nd 1 Yeah, restart level. All right. And then put it. Make sure to select the button and then put it into the middle, right on by selecting the restart, button his control w and then select their 3rd 1 and then put it in here and then make sure that it's name is Quick game or we can just type quit. All right, Aunt. Maybe create game is much Presa. Yeah, quit game will be a little bit bigger so that we can see it easier on. We can also select the texts in them. Right? Let me rename that. Want to quit? Bt All right. On the other one to restarts Bt All right, on select the quits game texting here we can change the color. Let me change the color to be Yeah, I read like this will be finance for the resume. We can use a green or we can even use. I think, Yeah, we can use Ah, yellow color like this. So our menu you I will be like this. All right. We can also grab a text and then put it in here That says pose menu. But that is just fine, right? Just hit, compile and then hit Safe on. You can also, you know, drug and, you know, put other things to make it a little bit My cell. You can, you know, make texts in here on type your name in its type powers menu type whatever you want. I'm just going to go with this because it looks simple and find for me. All right, so hit, compile and safe zone. Forget on, then. Get out. All right, so we created the Posey y. But in order to, you know, put it into the screen. What we want to do is to have a button that you know, that ah pauses the game. Andan pauses the game. Right. So we want to have a bottom that is set to the housing game function. All right, so go to edit and then go to project settings. All right, on down here in the input section on in here, in the action mapping. Remember, we don't want to add an access mapping. We want to add an action mapping on. Then the action mapping should be called House bt. All right to something like that. Right, Cause bt Andi for the action. What? Um keyboard Q. Should we use, we can use the escape key. It's up to you, but I'm gonna go with P. Because if I go with the escape key, it's gonna get out off there. Game, in their view, ports off Rheal engine. And I don't want to use that. All right, so I'm just gonna go with the p value so that whenever we hit p on your keyboard, it's gonna, you know, pause the game. All right. So click that one to go on after that was we want to do right now. If I hit, play and then hit be on my keyboard, nothing happens because we did not tried the courts for it. So let's go and write the codes for opposing the game. All right, so where do we want to put the housing functions into? Ah, we could create another blueprint for it. And also, we can put it in the BP ball moat. We can also put it in the baby ball Pound. It depends on you, but I think the best place is the BP Bull pound. You know why? Because whenever I hit play, all right. And then if I die, all right? I don't want to be able to pause the game right here, right? We want to, you know, only be able to pause the game in here. But whenever we die for the two seconds that we wait, we don't wanna be able to pause the game right there. Okay, whenever the game comes back, I wanted to be able to, you know, be posed at that time on Lee. Right? So hit escape on. Then let's go to the B people. Pound on at that function. Right? So, in the BP ball pond, make sure to go to the events graph. Let me just right. Yeah, Close those on. Where should we put it? We can put it up in here right in the beatable pound. Just right click and then type input. Pose Bt. Alright, that bars Bt, we want toe. Take it to here and then say whenever it's pressed, we want to create widgets. All right, We want to create a rigid which we should do want to create is the post you I all right and then we want to add it to the view pours right so added to the view port Then the only player right is there gets ah player controller, right so that it will give it to us. The control will be given to us on and you see that we whenever repressed that bottom we created a u I and then we added it to the view port. But actually, if we click that little arrow we can see that there's a Z order And if you remember, what does your order does is it's gonna bring something up front or behind another thing, right? So whenever we play the game right now all right, you can see that we have our own You I but we want to. Whenever you know, we press the P button whenever our u i o r posts menu comes up. We wanted to come up front. These things all right? We don't want it to go behind. We wanted to come up front. So what we want to do is to stop it and then go to the beefy Volpone again. And in the zero, make sure to type one right, so it will come up. All right, on after that, what we want to do. There is a note in a really engine which is called set game post. So tied that sit game posed. All right, you can see that the city game post is in here. If I click that post, all right, if it is checked, that means that the game will be posed right so that the game will stop on. Everything will stop running. So let's see how it works. Hit, compile and then hit safe. Go to the play. And right now, if I had Blake, you can see that this will come to the screen with God's or resume restart and quit game. Right now there are a little bit small, but I don't care. We can make it them bigger winning, but we want. All right. But you can see that I don't have my most cursor in the view port, so I cannot select anything. So let's go ahead on and solve. That problem could escape. Ah, let me go to the BP ball. Pound in here. What we want to do. After we said the game post, we want to grab this note and in type show most cursor, right? Oh, okay. Again, It's not gonna show it to us because it's not. That's very related to this blueprint. So what we want to do is to select that context, sensitive. Right again. I mean, de selected. All right, on in type show mouse cursor, right. Sit. Show most Corsa. We want to set it. Okay. Said the show mouse cursor, and they make sure that the mouse cursor is ticked. Right, because we wanted to be visible right on. The target is gonna be a player. So which place most cursor will be displayed is the gets claire controller. Right? Let me select that. Contain insisted. That will be much easier to find. Yeah, get Blair controller on, then that should be it. Let's see if that works. If I hit B, everything stops on. We've got our buttons right now. They don't do any functions. They don't do anything. Actually. Ah buts. We will make sure that they do the things right in the next video. All right, guys, this was it for the video. And in the next video, we want to make sure that these bottles will work just fine. All right, love you guys keep learning on See you guys in the next video, but by 37. 2.33 Creating Pause Menu (Part2): Hello, guys. And welcome back in this video, we are going to talk about how to create the functions off thes bottles that we created in or those you I All right. So let's start the video and continue from where we left off in the previous video, right? So what we want to do is to first off all let me get into the pose. You I all right, But the deposed I on then in the craft section we were in the designer section. We want to go to the grab section on in here. We want to add our functions that we want for the bottles that we created. Actually, we can go to the designer tap. We can do that in here as well. So by selecting the bottles in here, for example, if I select the resume button, what we can do by selecting their resume button and then get down in here, get down all the way down. And in here you can see that there is something which is called events under the events. There are all of the events that are available for that bottom. All right, So, by selecting the resume button, Come down in here and select on clicked. All right, so we want to say that on the resume whenever the resume is selected. All right. Whenever the resume is clicked on, click, we want to do the functions in here. All right, Aunt. After that go to the designer stab again. Go to the restart button, Come down again on Say that whenever the restart button is clicked We want to do the things in here. Aunt. Also go to the designer stab again Go to the quit bottom Come down on Say that on clicked We want to do the functions in here So we've got our own resume Clicked on restart, click and on Quit collect button So let's do the coding right now. So first of all, we wanna start with they own clicked. Resume button. Right. So we want to say that whenever we resume the game what do you want to do? Actually let me show it to you in here. What we want to do is whenever we select the resume we want this You I to be gone. Alright. We want the powers menu you I to be gone on the most cursor should be gone as well, Aunt. Also, the game must not be posed. All right. The game must run again. So let's do that now. Right? So let me come to the post. You I again on say that on resume button clicked. What we want to do is first type. Remove. All right, remove rigid. Okay, you can see that there are two things this one is called Remove all widgets which we do not want. All right, we don't want to remove all of the rigid. What we want to do is to remove from parent Alright, What this is going to do is if the target is self. This makes sure that the u I that we are currently in right the post you I it will be removed. All right. It will be destroyed. So whenever we click their own resume button the pose, you I will be deleted. All right, after that, what we want to do is to grab this and then type sit game posed. All right, we want to impose the game, right? Make sure that this is not selected, all right, Because we want to set the game post toe UNP posed. Okay on After that, what we want to do is to hide the most cursor, right? So grab that one and then type sit. Show most where it is. Okay. Yeah. So, like that context, sensitive again off course. We forget that every time. All right, so we want to say such show. Uh, OK, said show most cursor, right? Situ, almost cursor. Do you want to sit it to UN selected? Right. We want to uncheck that so that the most Carter will be gone on. The target is off course is gets player. Let me select that gets player controller right for the control index Syrah. So hit, Compile in and hit. Save. That should work, right? That is it. We just want to remove their widget. All right, we want to remove the powers menu. You I And then if you want to set the game, post Owen post and then hide the mouse cursor, So let's see if that works. All right? So if I hit P, it's gonna Paus on. If I select that resume button, the game will come back again, right? Yeah, it is working. All right. OK, eso for the second thing. What we want to do is, um the second thing is the restart button. All right, so for the result button, let's see what we want to do. All right, So let me hits play on, and it's be alright. So whenever we click the restart level, we want the you i to be gun again on then the most cursor should be gone again. On also the game must must not house any more on also load the current level again. All right, so we want to basically do the same thing that we did with the resume, but on Lee at one thing, which is gonna reload this level. All right, it's gonna hide this you I and then hide the most cursor and also resumed the game. So let's do that now. Right? So let me stop it and then go to here. And actually, we could just control, see and then control V in here so that we could just write. Copy that. I'm base it in here. We want to remove it from the parent. We want to remove the postman. You, Roy and then said the game post Owen post on also hide the mouse cursor on. After that, what we want to do is to reload the currents level. So how we do that, we want to grab this and then type open level. All right, open level. So that's often level is gonna, you know, load a level, reload the level. So we want to give it a name so that it's gonna go to that level. But because we are using the same level, uh, what we want to do actually recruit, you know, just type the name off this level, okay? Because we are in the map. One. We could just type map one. But we are planning to use thesis game for not only one map. We are planning for creating some other maps that we can go through them. So if I write mop one, it's gonna always loads the map one, even in other levels, which is not a good thing. All right, so there is a note in a real engine that we can use for that which is called if you grab that one. Been right. That bean from here, and then type gets currents level name, right. You can see that it's in here. Get current level. Name. Okay, select that one. Right. What this is going to do is gonna bring the name off the currents level. So whichever level that you are playing with it is gonna bring the name off the current level. So what we want to do is to just grab that string and put it in here. It's gonna converted by itself, is just fine. All right, So it's going to get the current level name on, then open that level. So that's, you know, this will restart the level again. So let me hit, Compile in and it's safe. And let's see if that works. All right. Okay. Let me collect some coins to that. We can see that Theo game is actually restarting. Aunt, actually, let me kill myself for one time. Okay, on. Let's have some damage, OK? You can see that our corns value is 30. Our lives count is two, and we've got some damage. But if I hit p on, then hit restart level, it's going to re start from the scratch. All right, So if we have got three lives on the Komisar in here and everything is working. The last thing that we want to do is if we want to add the functionalities for the quick game, which is really, really easy. All right, so let me stop it for the quick game. There's only one thing that we want to dio, right? We want to grab that. Been right on clicked. Quit bottom. What we want to type is quit game. All right, that's it. You want to quit the game and that's it. Alright. Just hit, compile and then save. Let's see if that works. So if I hit p on hit quit game, it's going to quit the game. Country will come back to the few port and on riel engine. Okay, so, yeah, that's it. The resume is working. They restart level is working on the quick game is working on. Actually, the reason that I put the functions in the BP ball bone in the last video was that for example, right now I can house the game and then presume it. All right? If I hit B is gonna pause the game on their resume it. But whenever I die, all right? So if I die if I hit peak you see that? I'm hitting P. We cannot pause the game. When, whenever we are dead. All right, But when we come back, we can pause the game. All right, let me test it out again. So okay, we can We're not dead right now. We compose the game, but if I select that now, I cannot. I can do that now. All right, so that was cool. I think this'll method is used for almost all of the games. This is much better. It looks much smoother. So that's why I wanted to implement that as well. All right, guys, this was it for the video and actually in the post. You I write you can also design your own. You know, here I and also in the and it's projects like things you can also in the input You can also change the bottom that is assigned to the Powers menu. You can use escape Alright, escape if you use escape. But let me see that. Okay. If you use escape, make sure that whenever you test the game a