Electro Spark - Animations

Unreal Engine 4: Character Skill System Black Magic - Electro Spark
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Transcript

Welcome back everyone. In this video, our goal is to have our player play the appropriate animation when using electric Spark. Now we've gone through this drill when doing our double jump, our back dash and our fireball where we got to a point where we needed to hook up the appropriate animation. You should be familiar with this process by now. So let's just jump right to it. Here I am in my content Metroidvania animations folder.

Here's our Countess annum BP and I'm going to double click on her to open it up. This is our animation blueprint. And we want to start off in the Event Graph. So here you should have your Event Graph tab across the top. If you don't see it over in the left hand side where you got the My Blueprint panel, you should be able to find your Event Graph from there and you can double click on that to open it up. First thing we need to do is to pass some variable information from our BP player over to our counters animation blueprint.

Now what do we want to pass on over? Well, we want to find out if our player has used electro Spark. So let me actually just open up my BP player really quickly. And in my magic black electro Spark, this variable right here be used electro Spark. And if I right click on it and find references to where this is used in my black magic graph over here, you can actually click on these double click on them. And it'll show you that towards the beginning of our using of the electric Spark.

This is where we're setting it to true. And then if I double click on this one down here, this is where we're setting it back to false. And we're going to be passing this variable information from our BP player over to our counters and m b p. Okay, so first things first, over in the My Blueprint panel of counters Anam BP, I'm going to add a new variable and simply call this one used. Electro spark question mark. And just like we've been doing in our past from BP variable section down here, I'm going to drag out of my cast to BP player and get my used electro Spark. We're going to get the user electro spark again, this is the variable that lives inside of our BP player, that guy right there.

And we're going to pass that into our use Electra spark variable here, inside of our animation blueprint, I can just drag and drop it on top of there, and it will set it like so make sure you don't forget to hook in this execution wire. So this is all we need to do to pass along this using electrical spark variable from our BP player inside of this similarly named variable inside of our animation blueprint. Okay, next thing we need to do is to jump on over into our state machine and if you don't remember how to get There, it's under your anim graph right over here in the My Blueprint panel, double click on your default. And this is our current animation graph, look at how lovely and filled out this is getting, we need to add a new state. And I'm going to work kind of in this upper left section over here, near our entry in our idle run right here, we're going to right click, we're going to add a new state and this one is going to be called stand II electro, because we want to be able to cast this from an idle or a run state.

So with that one created let's double click on it right away to determine which animation we want to have play when we do an electrical spark from a an idle or a run. In the Asset Browser right down here type in the word death. There is an animation simply called death that I kind of liked for this. If you drag and drop it into the graph, we can plug this in squared away. And if you hover over the asset name like that, it'll kind of show our character the count is just going to kind of float up into the air, which I don't know, I thought it seemed kind of cool. So that's what I'm gonna roll with.

Okay, so we got our animations slotted in here, let's go back to our state machine by clicking the default option up here. Now we need to create our transition rules to and from our idle run. So I'm going to drag off of our idle run right about here, drag an arrow to our stand electro create that transition there is our transition rule a waiting for us to do something, but I'm also going to drag one back right away from our standard electro to idle run to create a transition for that. Okay, then let's go ahead and start creating our transition rules. First, I will start off with this guy. This is going to be from our idle run to our stand electro so make sure the arrow is flowing in the Appropriate direction, double click on it.

And our rule for this one is simply going to be has our player use the electric Spark, you can drag and drop that from the variables right on top here and that one is all taken care of. Let's jump back to our default state machine. And let's address our other rule here transitioning back from standard electrode to idle run. So double click on that rule right there, note the arrow. And our rule for this one is going to be right click Time remaining. And I'm looking for time remaining ratio depth.

It knows that we are going to be playing the death animation from a standard Electro and off of this I'm going to drag out a wire and say if this is less than or equal to point one so basically, if we have less than 10% of that animation playing, then we can transition back to an idle or a run depending on if our character is locomoting or not. Okay, that's looking good. We are done with this one. Let's jump back to our default state machine. And next I'm going to go from our standard electro upper left hand quadrant here down over to this section of the graph and we're going to add a whole new state so right click down over here, add a state and this one I'm simply going to call jump Electra we want to have an animation play when we have the electro spark play while we are airborne.

Okay. Why this area of the graph because well this is where I have room quite frankly. Okay, let's double click on our jump electro state and this one One, I'm going to right click type in a layered blend per bone. This one is going to be a combination of two animations, as was our jump fireball. So let's plug this in right away by left clicking and dragging our base pose right over here. I'm going to search for in the Asset Browser.

Actually, before I search for our base pose, we've got the death animation right here. I do want that one as well. So I'm going to drag that one into my graph. That one is going to go into blend poses zero. And for my base pose, I want to bring in jump loop, my third person jump loop, drag and drop that in here. That will be my base pose.

And now I want to select my layered blend per no or per bone node and then in the config setup here, we've got our layer setup, then it's gonna say zero branch filters, click this plus button right here, expand out this triangle next to the zero, our bone name that you need to put in here is going to be spine underscore 01, just like we did before. Okay, that is all well and good. So now we need to start creating some transitional rules to in from this state. So let's jump back to our default state machine here. And where should we start, let's go from a jump loop to our jump, electro create that transition. And I think instead of just dragging all the wires to and from this that I want to, I'm just going to go one at a time here.

So our jump loop to jump electrode, I'm going to double click on this transition And we want to be able to transition into this when two things are true. One thing is if our character is in the air, and also if we have used electro sparks, so left click and drag both of those in. And I need to bring in an ad so you can drag off of either one of these and type in and and you're looking for this and Boolean, plug both of these in here. And that is going to be our transition rule to go from jump loop to jump electro. Next, let's go from jump electrode to jump loop. So drag a wire from jump electrode to jump loop.

And let's double click right here to set a transitional rule for that. And here our transitional rule is going to be your right click Time remaining and I'm also looking for that time remaining ratio. Death and I'm going to drag off of here and we're going to say less than or equal to float less than or equal to float. and the value is going to be point one so when it's got 10% of its animation remaining we can transition back from jump electro state to jump loop Okay, that's looking pretty good. Next let's go all the way this is gonna be some criss crossing of the wires here. So for do that I basically want to go to and from a jumpstart to jump electro so just for the time being, I'm going to drag my jump electro state way over here Okay, it's gonna move the transition rules along with it I'm going to move it back but because this is the relationship I want to work between I wanted to be kind of close to each other.

Okay, so from jumpstart to jump electro drag in arrow likes So and the transition rule that I want to set for this guy is going to be much like it was before is in air. Get in used electrical Spark, left click and drag those in, drag off either one bring in that and Boolean like so. And that is finished jumping back to our default state machine. Now I need to work back don't want to work back from this well that is such a short transition, we don't actually have to work back that's we're gonna let that one be. Let's go next from a double jump. I'm gonna drag it way over here for now, double jump start to jump electro, let's drag away from here to jump electro popped in my transition rule right here.

So I'm going to double click on this transition rule and Our transition rules also going to be is in air and use electric spark if both of those are true dragon off of it typing in and then we can transition from a double jump to a jump electro animation. Okay and then lastly I'm going to drag my jump electro wall all the way back to this lower corner over here you can see some of these transition rules are kinda kind of starting to overlap other states here. I'm going to go from jump electro to jump and drag away from jumpy lecture. Let me actually zoom in here a little bit holding down control in mouse wheeling to zoom in and out, jump electro to jump and like so. The transition rule I want to set for this one is simply going to be is in air dragging off of this and saying not basically saying, Is he an error?

No, he's not. And that's going to allow us to transition from a jump, electro, to a jump. And okay, let's jump back to our default state machine and make sure everything looks good here. Alright, and it looks like we got everything. If we mess anything up, we'll come back and fix it. Okay, now I'm just gonna jump on over to my animation tab over here.

Not quite finished yet, I want to make a few animation callbacks inside of our death animation. So in the Asset Browser, I'm going to find death, double click on it. And I want to add some sound notifies in here. So I'm just going to pause this animation for the time being. I'm going to right click in my notify section up here, right click, add notify and I want to play a sound. In this first sound, I want to right click on because I want to play it beginning at point 065 seconds.

Right there. And then In the upper right where the details are the sound that I want to slot in is known as ability underscore in gauge. Did I spell that right? Let's go ability underscore, e underscore in gauge 20 there is a few 20s Countess ability he engaged 20. Now the differences between these I don't even know there is a difference between these. That's the one I have in my notes.

Okay, so let's try that one. The trigger chance I'm going to set at 1.0 Yes, all the time. Okay. Then I'm going to add one more notified down here. So you can right click anywhere down here. I'm going to right click Add notify play another sound.

I'm going to right click on this play sound right away to set a notified begin time This one is gonna start at point two Three five seconds in. So it's gonna be overlapping the other one just a little bit. Over in the Details panel the sound that I want to slot in is our SF x underscore electro Spark, the one we imported in earlier. I'm going to set the volume multiplier here to be five times because the default sound here is a little bit too quiet. So with that, I'm going to save let's give this a play test and see if we are our characters playing the animation and we are hearing those sounds and just as a reminder, here I've got our current player info be magic slotted variable, a hard set to electro sparks. We don't actually have to interact with that skill dies to collect the skill.

So here we go. Clicking play. I'm going to tap the one key Yeah, animations playing you heard the, the exam, the characters, they perish, and you heard that Thunder crack. Now look Try for a jump awesome let me actually collect some double jump here. Okay let me try from a double jump oh I'm out of man haha 25 man I can't do it let me try one more time collecting it jump and I forgot to press the one key and everything seems to be working as intended all right Great job guys we got some animations and some sound hooked up for when our Countess is using the electro spark skill now let's go ahead and start to create an enemy in our next we're actually no we're not going to create our enemy Next Next up is creating an electrical spark damage script then an enemy after that to test all this on.

We'll see you guys there

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