Enemy - Base Class

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Transcript

Welcome back everyone. Well, we've got a fireball in electro spark that our character can wield. In this series of videos, we're going to be putting together a dummy enemy of sorts to test those skills against to see if they actually can hurt another actor out there. This is not going to be a full fledge enemy rather just a simple representation of ones just so that we can be sure that our Blackmagic and electric spark are working. In this one we're going to be working on putting together our enemy base class. So let's jump right to it here in our content Metroidvania blueprints characters folder, we're going to right click in some empty space over here.

We're going to create a new blueprint class and this is going to be based on character as our parent class. And a name for this we will call a BP underscore enemy underscore. I'll call it carry There are a char for character base. And the reason I'm gonna call this a base enemy is in the future if we ever to expand out this whole series of videos to create some more enemies and whatnot, we'll have a base to draw upon. I'm going to hit enter here and then I'm going to double click on this blueprint to open it up, and I'm going to dock it across the top like I like to do. Now if you haven't already done so, in a previous video, we created a new collision preset for an enemy I'm going to show you where that is in case you have not done it.

It's going to be kind of important going forward in our project settings which you can access from the main toolbar. Over on the left hand side you've got some engine collision settings. A few videos back we created a new object channel for enemy if you don't already have that. You can click right here to do a new object channel, create a new object channel named enemy and make the default response B block. Now with that created and again, we created it in a previous video. I'm going to come under my blueprint actors in under our BP interactive object base.

We're going to double click on it to open this guy up. If you remember our diet is our skill diocese inherit from this I'm going to select our interact collider here, that's just this interact box right there. And then down in the Details panel, we've got our new object response for enemy that's currently set to block. Now this isn't super important for this series of videos but just because I like to clean up any loose ends. I'm going to set our default response for an enemy here to be overlap in case we ever decide we want to get these enemies located going back and forth a little bit. If we did not do that our enemies, let me just Compile and Save this really quickly.

And I can close out of here if we did not do that. Well what happened is if we got our enemies moving back and forth, they would bonk right into these trigger volumes for all these skill diocese. And you don't want that. Okay, we can close a lot of our project settings here too and jump back into our BP enemy character base. And what I want to do is I want to set some details here for our various components that are already in place. First thing I'm going to select is our capsule component.

And over in the Details panel under collision, I'm going to set our collision preset to be custom. Because I want to set our object type not to be a pawn but I want to label this as an enemy object type. Now for some of our channels down here, I've got black Magic said to be block yes enemy set to be block. Yes. Everything else yeah you know I'll leave it all is blocked for now if we need to change some of these later on that's fine. The reason I want black black magic set to block is because if you remember right, our BP fireball is going to fire off of a hit event and we do want our fireball to collide with this capsule component right here.

So, fireball which is labeled as black magic, as an object type we want to collide with this to fire off an event hits inside of our fireball. Okay, so that's all well and good. Let's go to set a mesh next, and the mesh that I want to set here is our Skeletal Mesh. Let's put in SM underscore Countess. There is this Shogun one that looks pretty cool. Try to slot that one in.

It's gonna take a little while here. Hopefully mine did. freeze up to bad. And apparently my engine has frozen wonderful. And there she finally popped in, I'll just gonna take a little while to compile some shaders here. So I am going to move along.

While that is all happening. I'm going to jump on down to my character movement component, I will jump back to this mesh in just a little bit, but underneath my character movement component, if you scroll down a ways, you're going to find a section called planar movements. Here it is, you're going to find a property called constraints a plane that I want to set to true and I want to set my plane constraint axis setting right here to be the y axis. So what am I seeing here I'm seeing I want to constrain this character to the y axis. Now if I jump back to To my map. The reason I'm doing this is my Y axis, which is represented by this green arrow.

I'm basically saying, Hey, I don't I want to, I want you to be constrained by this, I don't want you to move into the foreground or into the background at all once I placed you in the level. Now, you may be saying, why is that even necessary? Well, the reason that is somewhat necessary is if I were to run my character into this enemy character, would automatically try to shove it out of the way, and it could bump it a little bit to the to the foreground or the background depending on which side of me it's kind of on. So I want to constrain that plane so I can make sure that our fireball is going to hit it instead of accidentally mean nudging into it and then getting nudged into the foreground or into the background a little bit. So that's why I did that.

Okay, jumping back to my BP enemy base character here. That is what the Shogun looks like. Pretty sweet, right? Okay, so I'm gonna select her and as you can see, she's not within the Capital components. So let's go ahead and fix that by jumping up to our transform settings way at the very top, I'm going to set the Z location to be negative 90. That'll jumper down and then the rotation I'm going to set the rotation to the negative 90 is well, that's looking pretty good.

And anything else I want to set here Oh, well in Anam class probably would be nice. So it's not just a brick wall. Let's set an atom class right away. I will set this to be Countess. Let's set this to be counted. And I'm BP and then I'll just make her look a little bit alive.

Okay, so with that all done, we have finished creating our enemy base class. Let's Compile and Save. Guys. That'll do it all for this video. We'll see you in the next one.

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