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《虚幻引擎》游戏制作教程 - 1.入门篇 UE5

By Little Kai in Shanghai 小凯在上海

Summary

Topics Covered

  • Master UE5 Install and Project Setup
  • Directory Structure Prevents Chaos
  • Blueprints Give Lifeless Objects Souls
  • Splines Generate Procedural Structures

Full Transcript

Hello, everyone. I'm Miss t As of today Let's start looking at UE 5 in a systematic way And then we're going to keep the lessons It's just in the back This newly recorded lesson will be up front First, how do I install UE Go to the apple Games website The Unreal Engine website is apple Games And it's in his upper right corner There is a fetching client for this

Download the client Ah, because the installation process is relatively easy I don't want this place, I don't want this place After closing When you've installed it There will be one of these updates for the first time You need to update it In addition, you need to register an account You have to sign up to get into this Ah, in the Unreal Engine download All right, and then after Ah, there's an Unreal engine on the left here

Ah, I think the first time you accessed it was on the home page You need to click on Unreal Engine on the left In addition, you can download it in this library Ah version 4.26 or 4.27 And the other thing is if I use UE 5 You need to click on this side UE 5 To download UE 5 Early Access Now, when I'm recording the course Or early access There is no official version yet

And then I hit UE 5 You can see here to download Early Access It's ready to install, download and install Okay, so the whole process is relatively simple Ok, after everyone installs UE So let's see how do we create our first project Choose the game first This place has a choice Blank DN3 puzzle class D3N 3 ah We are private

Let's first choose D3N 3 games Another one Local selection blueprint Target platform And then there are two two desktop and one is mobile Let's try the table first Mass is going to be the highest Contains the beginner content package And then if you want to support this ray tracing If you are an RTX video card Then you can turn on the raytrace Project location Project location

And the name of the local project I'm going to call this project um orange Orion Good morning What if you're using us Ah, this interface, it's a step-by-step process First select the game and then select the template And then choose some of these things Then select the project name and so on

It's OK if it's better than version 4 Compared with this course is also suitable Let's go create Ah, this place just to show you You're creating this project for the first time It's gonna take a little while Because he's going to initialize it Piles and piles of work Ok, pop up a VR Turn it off All right, once we've built our new project You can see

He opened this one for us by default A three-person mode Third person mode for a map default map We can get to know this interface a little bit On this one Since the four parts is a big button Now it's getting smaller You can create it by creating it The contents of the world And then there's the content browser blueprint

Cutscenes, etc. These are on here Toolbar and then what's in the world On the right And then the properties of everything are on this side You'll you'll find his content browser It's scaled here Scale this place You can also use the shortcut Ctrl Add space bar ah can also pop up this one You can pop this one

Well, here it is We built our first project How in your new world Go sightseeing There are several ways You can hold the right mouse button by the right mouse button Move, move the mouse And then the other thing you can do is hold down the right mouse button then Press WSADW to go ahead and s to go back

a is going to the left and d is going to the right And this one of our other games Very, very similar If you want to rotate it like this, it's moving Ah right rotation You can pass it Press WSA WCD with the mouse Do it the same way Believe the students who play games There should be no problem at all It's very, very simple like this

There are two other shortcuts that go up and down You can hold the right mouse button by q holding And then through q You can see it going down And then the one on the keyboard If you go up, q and one is up and down Pay attention At this time I was holding down the right mouse button Hold down the right mouse button to go up and down In addition, there are two shortcut keys

You do this by holding down the right mouse button Try pressing z on the keyboard And c You can switch between shots Of course this is just a preview But he bounces back when I let go It bounces back Hold down the right mouse button and press z Or press c. Press c

All right, so that's our basic tour Some of the ways of your world These shortcuts have to be memorized Let's look at it again How do I transform the target Let's say I've now chosen this staircase How do I transform it There are three shortcuts w e uh-huh Or you can see it up here

The first one is called selection and you can press and hold q to go to And then the second one is going to shift And then rotate And then there's scaling to get through w Or one and then the r key to switch w can do it cheaply Press one to rotate And then you can scale 2. Ok

The other one and that one from Maya And then this includes 30MAX The shortcut keys are the same To do some basic transformation In addition We can also turn alignment on and off You can see this way There is a drag alignment What do we mean by rotation alignment and zoom alignment Let's say we turn it off now

I can see that I'm moving now He is very smooth But what would he be if I opened him up now Space by space Now if I make this really big 100 is one meter 100 m He moves a meter at a time. See

It moves one meter at a time to align the beam Aligned adsorption All right, the same exact thing Let's say I'm going to rotate 90 degrees every time We can rotate it You can see every rotation I'm going to rotate it 90 degrees And then scaling We can scale it by a factor of one at a time Okay, that's a little easier to understand It's easy to understand

Let's look again at how to quickly locate the target There are several ways First of all, when we were playing a game Your vision gets bigger and bigger It's going to get more and more So at this point you might find the one on the right There will be more and more and more How to quickly locate a target Let's say we have a cube right here I'll take this staircase Like this staircase You can.

Select this staircase in the world and press f Press f What will he immediately focus on this place Why do we have this feature For example, when we look at the world When you look at the world You can't figure out which place is where You can go to the right side and choose to hit f later You can also quickly go to this position Just a quick word about this position Ok, or what is it

Or on the right, double click on it on the right Also ok You see when we double click on a target He's going to switch quickly, too Switch quickly Okay, notice that the shortcut key is f There's one more thing we need to know That's the model right there Let's say I click on this staircase right now Where are his files You can use the Ctrl + b shortcut

You can see it's very fast to locate it Let's say I want to copy another one It can be really fast Choose this one Notice that the shortcut is Ctrl + b Can you immediately know where this file is For example, we could choose this character, this character Ctrl + b, too Can know Where is the character's file Where the file is located When your world gets really big You need to move the camera quickly

Let's say we have a velocity that's very obvious If you were to move from this place that would be very slow How to increase the speed of the camera or slow it down The speed of There are two ways The first way A small range of thin strips Hold down Key ah Hold down the right mouse button and roll back and forth You can see me rolling forward now It's going to be faster

If I roll back now You can see it's going to be slower But what about when you're making subtle movements You need to be slow Or moving fast And if you don't think it's fast enough You can have a camera speed here You can make it a little higher Let's say I go to 7 and you'll see oh, very, very fast Very, very fast out of control good

This one controls the camera input and it defaults to 4 So in most cases 4 is enough If your scene isn't too big So let's say you want to build a universe It's going to be seven or eight or even higher Now how do I change the language of the editor Ah, if your English is good enough In fact, I suggest you use the English version Because of you The information you found on the Internet

Most of them are in English It's going to be easier to correspond Switchable language Look in the Edit menu Go to Edit Preferences Preferences for the edit department There are regions and languages Here you can change the language of the editorial department to Ah English So can the district You don't have to change the region You can directly change to English is OK ah He'll be in English This place is convenient for me to take classes

For the sake of still in Chinese But most of them When I was working on my own They will also be switched to English Let's see how do we switch the default map What does default map mean Every time I open the UI Which one does it open automatically Which map shall we press Under control and space bar to pop up Ah, pop this one out Content browser Now where is our map

It's in the Maps of three people BP This is the picture in Maps I want to change it now to This one of our store content store content in the beginner pack of Maps Let's replace this Maps with this maps Well, store map instead of this one Let's open it up and have a look How do I switch to this picture Good editor And then choose this one Project setting

And then the project setup There is a default under this map and mode Oh, this place on the default map is not reflected correctly He did not select default paste default map What can I replace it with So let's do the one we just did, store map And then we could replace this end with a start start map looks like this every time you open UE It will automatically open this picture

This is a picture What happens after?

Well, once we built our own map We need to switch to our own graph Okay, we just opened this map Beginner Beginner content pack of a map Its location is in this one store content All the beginners The Starter pack is all in this folder The Maps of store store map OK When you first open it There will be a shader compiling in the lower right corner

It's a long process Plus, it can make your computer very clunky Because it consumes a lot of computer resources So what?

Under normal circumstances Let's wait for him to compile before we do anything else When you opened him a second time He wouldn't have stuck Today I just The second time I open him, he's not stuck Well, when we open it up Let's look at it a little bit What is there in the world We're going to dock this in the layout Keep it in this place You can see on our right is the whole world inside

A list of what is it The list can be clicked Plus you can see these ICONS This is a player starting point This is a sun This solar directional light source is what gives the whole Provide light to the whole scene The other one is a sky light And then you can see these are all lights These are lights And then there are ambient sounds

Environmental sound particle system Ah, there's a fog Okay, you can use this map To take a little tour Or just click on this run Take a look at this map. What do we have in it Ah, what have you got And then what about our first sight It's going to be implemented in this map Including us placing some light sources And then what? Uh

Make a blueprint, etc And then before we get to the actual examples There's one more thing to do Just to get an idea of the directory structure What does that mean?

Because we're playing a game There's a lot of stuff in the world You can see this place is very, very much So what Your file structure will also be very, very complex If good to develop a good structure of this The habit of If you look at this place, for example I've given you a way to structure it is First, the project name is underlined We can just build it

Right-click on the content point and create a new folder Enter one down Underline your project name Then enter the underlined entries The goal is to put him at the front Put in front So let's go back to this place Everything should be placed in the designated directory And it has to be prefixed And then what about this one we're going to look at a little bit

blueprints are placed on Maps materials matchs Ah, this mesh body is the meaning of model And then there's the F-effects and Odile audio and so on In addition, the following two roles are correct Once you've built your character catalog You have to create a character directory name role By this name There will be some animations of him in it

The network of the character And then assets Assets are Some of the most important buildings in the game Or this trigger or whatever Okay, this is the final structure you have to have It's very, very neat and tidy Because when you have a lot of content It takes a lot of energy and passion for you to find him So be sure to form a good habit

So let's start with a folder called Maps This one of mine I'm trying not to change it Leave this map alone What do I want this to be store content This is the package of Maps' Starter pack This map We now copy this map to my project Wait for Maps Okay, I'm just gonna drag it over here and I'm gonna go copy Open again

We don't save it, we don't modify it Try not to destroy the original file How about this?

I'm opening up this picture right now and I'm Okay, I'm going to open up this picture Ah, it's in this one In this one instead of The contents of the bleeding package Because I copied it And then you use other resources Other materials Include the maps in this beginner content pack If we're going to use it It needs to be this way

Copy it and then modify it Because what if you make a mistake You can't even recover if you want to Let's look at how to get into your world again Add some light to it I'm going to create it in this place And then select the light source There are five light sources you can choose from to add Or look at this place where there's a place x panel

We can attach the panel to the left Adsorbed on the left Ok, let's click on it The light source The light source This is the icon of the light source You can just drag it like that To add a new light source Point light source Or a spotlight or something Or rectangular light or sky light This way you can add But in this world right now There's a directional light source

Let's look a little bit at this directional light source Click on this icon and the directional light source is the sun And you can see here that you can adjust its strength Ah, we can count by swiping the mouse left and right To adjust the intensity Then include the color of the light source Bright color And the other lights Let's say we now add a point light source The same way. The same way

You can also change its strength Change its color and so on And this is down here What's the decay radius The original radius and so on And then we'll talk more about that In detail This place Let's first try to place a variety of light sources Let's look at the player's birth point Ah we when we hit run

You can spot our characters It's gonna start here. It's gonna start here That's the first way to start Let's line this up Turn it off. Turn it off And then you can move it smoothly That's the first way Where is he In this ah base birth player birth point We can make it a new one Let's say I create it right here Create it in this position

Our parallel will come later It's going to start right here And then this is the first way But this way Ah, there will be some hiccups Just because you would You don't know what your characters will be like And it's not a good choice Or what's the other way We found the character. We found our character Where is the little white man The little white man is the third person

The blueprints from third-person BP In this little white man in this place We can.

Remember the map we talked about before We copied it If we were to use this little white man now What do we need Create a new folder And then choose one called characters, characters practice and then create a folder Let's give it a name Let's call it Mr right Mr right

And then I'm going to take it and I'm going to copy it Copy over There's a benefit to that The good thing about this is it doesn't When you mess up your editing You can also find the original file to duplicate Recover and then Click on this file and hit Ctrl s to save it And drag the character to the scene Come on in your scene In your scene And then you'll see

This camera is blocking a lot of ground Let's do a little bit of setup here reedit Uh, Inside project Settings Uh no.

It should be in the Edit Editor number Settings And then type in a CAM Enter a camera You can see the preview size of the camera Let's make it smaller and make it r And then he's going to get smaller, smaller Rotate it to face that way Okay, so this is when you hit Run You'll see He didn't start here Because you need to do one more step What is it

Click on the character Let's find something on this side called Automatic control player Automatic control where the player is In this place palm has an automatic control player Our choice is player 0 All right, wait till we run That's when he can be controlled You'll find it hard to find in this place I couldn't find it for a long time There is one way of course

What is the premise?

Once you get a little familiar with what's inside I can run an automatic search on him For example, we know that this automatic control player is fat ah We could just hit an Alt Automatic means automatic You can find something very fast to locate it Automatic control player Okay, so this is the second type of player One way to be born The nice thing about this approach is that Your character is always in this scene

You can pick him quickly You can Ctrl + b to locate him quickly You can edit him all the time And then I'm an editor We'll talk about that later Let's look at the physical system A game engine A very important point It's this physics engine Physical system Let's say we run it now We can see the ball You touch him and he doesn't roll, does he And didn't scroll how to let

He can roll when he touches him It's very, very simple So we're going to dot this ball first of all It's right here under his properties What about his Physical skill If you expand it, you can see that there's a simulation of physics Simulating physics Let me give you a little bit of attention here That's the problem

There's a detail there's a world setting If you now set the world scene You're not gonna find it with this one You must replace it with details You have to replace it with details That's when we find the physics Turn on the analog physics Good point running That's when you touch it You'll find out It can roll It can roll You can also set its quality For example

Let's make its mass linearly damped That's the friction right there Let's make it a little bit more frictional Let it roll a little bit slower Let's give it another push Now push it It's kind of hard to push This is the harder one Because his weight is linearly damped with this one Then include foot damping It's this friction force at the Angle Ok, so on and so forth It's very, very simple Open physics

Okay, so let's see how do we create the first one Our first one is called Blueprint actor Ok, so there are two concepts here The first is actor What is actor This is the place to put the actor Everything in your world including the characters Including this ball Lights and all that stuff we call actors There are many types of acts What kind of light source can you see here Player birth point

And then the shape Static grids and so on these are called actors His Chinese name means "actor" But we don't Translated into this, an actor is going to It would be a little weird if you didn't Well, what do you mean hard to draw It's hard to figure it out in simple terms If our people were in this place He's just a mass of flesh he doesn't have a soul

The blueprint is for this one thing to give soul Ah, soul-giving things like this ball If you don't give him the blueprints He's just a normal ball But he didn't. He didn't

Does he not know what he is supposed to do I don't know and it's soulless but After giving him a hard picture He can do many, many things Ok, so how do we create a hard graph actor I want orim to remember the directory structure Let's create a new folder They're called blueprints blueprints And then in this place we right click, right click

Create a new blueprint class Blueprint class Okay, so at this point it's going to pop up a select subclass Let's call it actor Let's go straight to the actor So we can pick a name Notice the name is very, very important Let's put a BP in front of it BP is the acronym for blueprint BP says it's a blueprint

Why do you add it like this Because...

Because...

And then more and more and more and more and more and more and more You add a prefix and you'll know right away What type of file is it Because in this one you'll find that he doesn't have that suffixed There is no extension So let's put a BP in front of it And give it a name called hello hello word hello word And so we've created a new blueprint

We can click in, click in, click in This blueprint actor It will So let's create that Yeah, but he's in there now Ah nothing We need to add some components to it First of all let's move this one over here So you can do this cut and switch We can switch to my map

You can also switch to the blueprint editor How to give my blueprints inside To add something There's an addition on the left First I want to add something called Box trigger You can see the combination illustrated for simple collisions I'm gonna flip this thing together Go up a little bit And you can make it a little bit bigger It's 50, 50, 50

Make it a little bit bigger Okay, so what this thing is for is detection What goes into this box Or it hit this frame There's one more thing I'd like to add Because I just said he can display hello world He needs a text So what What do we find in this place called called Text rendering component Text rendering component

Let's change it let's change the text and let's change the name to hello Okay, so you can put it in the middle and center it Click on Variation Save And there we have it The first blueprint actor Ok let's go back to the map and put this actor Put it in front of the character Put it in front of the character Put it in front of the character

You can see all of this in the blueprints I added a fit contactor And then there's one under the fit contactor This is a text for hellowork I put it all on this side After we created the first blueprints I want to implement a feature like this It's when the character comes inside the box What about this box, let's limit it For this area of the blueprint

When you get inside the box And then the hello word becomes What is it called?

It becomes this hi TT Let's see how do we do that We're in this hard picture There's a shortcut key When we choose him Press Ctrl plus one You can go right into this place How to write our first piece of code First of all, select this combination starter This is a virtual box He's not gonna see it in the game Virtual box

Maybe we should make the box a little longer Because if you go in Maybe you can't see the word Let's make this box a little bit longer Well, his X-axis well, his X-axis A little bit longer Or I can just drag it out front Just a little bit longer like that And the character is now in the box Let's drag the character back a little bit That's how you trigger it Standing in this position will trigger

After selecting this box On the far right we choose to go down, down, down Go down There's something called when the composition starts to overlap What do you mean when the components start to overlap The character and the frame are superimposed It's just going in, right What is the end overlap It's just out of the box Ah maybe You click Add Event on the right Then add on component begin overlap

It's the same thing as when this component starts to overlap Have the same meaning Ok, so let's hit plus this way I'm going to get one of these nodes Then we'll start coding your lot Blueprints are actually code. They're code

How can I do that We take this tax render and move it out This thing shows hello world was displayed before, right hello world let's change that And then look at this node Each node has a circle behind it and a circle next to it So this is the circle Ah, what does this variable do And then what about this And this triangle over here is going straight Okay, so whatever the variable is, right

Let's start with a text friend here I'm going to drag one to the side called What do you call it?

I used English setx to search the text You can also set the text in Chinese Ah, let's select set text Let's connect it What text is it set to We put it in this place Elevate this place to a variable Promoted to variable then mutate Let's take this let's take this side and take this What is value changed to?

hi T t hi TT So let's understand When this component starts to overlap When overlapping Just set text and set whose text I'm going to tax render this thing right here Okay, so now I'm going to display hello word Set it to this VL and what is this VL So VL is hi TT

Notice that I just raised the variable It's a little bit of a mutation Click the mutation to get this thing out So I can save it again Let's run it When I now show hello to me When I got in, he turned into HITT, HITT After I left He doesn't show anything, right It's because we didn't leave him To see if it's correct You can add one yourself

What do I add to the box The beginning of construction is the end of construction We're not going to talk about the overlapping Try it yourself All right, let's do a little experiment You will find that the world has There's a fire in here Fire is actually a particle system a particle system And these are actually systems of particles And then there's a ball Now make a blueprint like this

When my character gets close to the ball The flames will rise And leave?

The flame will go out How do you do this Let's do a little experiment like this First, create a blueprint Notice it's under the blueprints directory Create a blueprint And then select actor Pick a name Be sure to get into this habit at the beginning of BP Otherwise it's gonna get harder and harder We call it fire fireball Fireball fireball

Fireball Double click to enter What to add First we don't need a ball Add a Oh, sphere, add a sphere Ah, now the ball is a little white ball You can give him a texture There's a material on this side pick one Like a stone ball well Not good-looking You could pick a ball like a wooden ball

Wood ball is easy to choose a wood ball The other thing is to add a flame A flame is a system of particles So what You can put a particle in here Input a particle Or yes This place is not very convenient after typing We can go down a little bit If you're using an U14 The particle system is right there Because U15 I've replaced this particle system The default particle system I replaced it with Negra

The Negra particle system is just this one So, but this one After us We'll talk more about that Now let's use this particle system In this place Motivational system construction Let's replace the motivational system with a fire to p file p file Move this fire up a little bit Let's move it up a little bit It looks like it's burning on top of the ball good

So the basic stuff is in place Keep it cheap What else do I need to add You need to add a fit trigger, right In this case to judge That's where you put the fit Attach to this place The size of the fit trigger Let's make it bigger and make it 80 of 80 of 80 I can make it a hundred and twenty Just a little bit better

When my character enters this box And then this flame The flame burns But now by default We need to keep this flame from burning So let's just click on this particle system Take the visibility out of it. Take the visibility out of it So it doesn't burn Half scoop Ok, so let's write this trigger

Right click this is what we're using This is the point to add an event using the right-click button And of course you can go down to the right of this I'm going to pick it here Select primary key When it starts to overlap Try adding events this way Select the uncomponent begin overlap Components begin to overlap Let my particle system, particle system Or maybe we should call it something else Click on it

Select rename Or I could say FR I'm going to call it file Let's put a p table in front of it What is p for It's the particle system p file We call p file setting visibility Set visibility Ah, let the fire burn new visibility check this one off If you check it, it's visible

There is also a time to leave This box let's order more boxes Point below the build end when the overlap is correct End of overlap Ok, so here's the second node Let's bring this p FL down here Copy and paste one here This connection is finally connected to the target The goal is that I set p file My blob of p file has a force of visibility

This is a beam called the ear And we're going to talk about it in more detail and cancel it out He's not he's what he's not showing Ok, so let's compile and save Drag it into our scene and try it out Take this wooden ball Put it in this position and drag it up a little bit Now this wooden ball is missing When I get close, this flame goes up When I left, the flames were

You get into the rocket and you don't get out All right, so you can do this little experiment Ok, so how do we use UE In this material resource Why are there so many indie games these days Two people A team of three can make a great game Even a person Whether it's the art part The code part even has a music part You can do it all by yourself Because of excellence

Gives us a lot of good material for this You can just use it Well, where is it In this er we download Ah, this place We can open it this way Where we download UE Before, it was in this library or just 15 This one has an Unreal Mall Unreal Mall Unreal mall provide Lots and lots of them for free Or some material for a fee You can browse through this

You can see that there are different types There are textures, weapons, special effects, environments, etc Well, it can also be categorized by industry UE can do more than just games You can do construction and car movies and so on Yeah, there's more.

You can go to the free place In the free section Choose apple Games and this magazine And then there's this collection of permanently free content Including the mall collection You can find some really, really good stuff There is a subera There's this type of game and so on You can go and look for yourself But before that There's one thing you need to do

To set up the installation of these materials Installation directory and download directory What if by default he's on drive c If you just download it like this Student: Because each one is big Your c plate is filling up at once How do you set that up Set it up here And edit the location of the cache in the vault Take a look at this place Choose it

And in this place choose the one you need to install This is where you need to put it And then you hit Apply I already changed this place I've changed it to my E-drive He's on drive c by default So you might want to do something about this place Otherwise, disk c will fill up quickly All right, what about here?

I've got it for you Some really, really good resources You can come here at the Great Wall in Xi 'an It's a free download Because there's a lot of free stuff So I have a list here So the first thing is called Well, it's all at Epic Games. The free one Epic Games' first content is called content private It provides many functions of UE

Each function of this er is private What's more Game content You can search according to this list There are animated characters in video games And then advertising HMI this is called human-computer interaction And then there's the inclusion of some of this environmental material Plus, there's a Mega SCAN Mega SCAN Mega SCAN

It's just very, very realistic stuff He scanned it all. It's very, very realistic In this free Mega SCAN You can see these quarries of his Stone plant what It's very, very real All right, what are some good ones I made a list of this place as well You can download it and type it down

Each file is bigger like Mexican It's going to take a few dozen grams to add up In addition You can also do this with quicks of bridge Some realistic materials But what about this stuff up front That's enough to make a really good one That's a great game In addition, I have a list called Prepare Material What about the rest of our class I'm going to use some of these materials

I got it from the list above The preparation is divided into two categories You can make it according to the type of game you want to make First of all, the first one named Low Magic is cute And then animate a little bit Ah will use some of these materials You can be there Unreal Mall is a free download If you want to do a second generation It's very, very realistic You can use these materials

These materials can depend on their own Demand comes when you download Take a look at these pictures Take a look at these pictures To figure out what kind of game you want to make All right, once this stuff is downloaded So you can move on to the rest of the class Ok, so let's look at how do we use the material We buy at Unreal Mall Or something for free This material

You can add it to our vault In this library we can use it Take our first Unreal Learning pack game We can do a search in this library Why not Ah, there's a space, there's a space We look for games You can see there's an Unreal learning pack game There are several scenarios The first scenario is that he supports UE 5.0

The second case he doesn't support Let's go inside and have a look See if he supports UE 5 You can see he only supports 4.26 It doesn't matter if you only support 4.26 We can do the same thing Let's see how do we use it Click Create Project and select a location You can see that the colon can't be there Get rid of the colon Then choose a location Let me put it on my z-drive

Ah, z drive program Uh, put it under the Uniqlo Because it's a Uniqlo Put it in this place Once created I'm just gonna copy it to mine I have our orient directory below ah Point creation Ah, as for the material for the new version Just create or add words Let's say we want you to download this FX

How about this one it's support let's see if it's support He supports 5.0, right With support for 5.0 we can Directly to add to the project then Let me show you our orange one This one of ours is orange Go straight to orange We just added that project to the project It's convenient. It's already here

It's convenient. It's already here Ah, it hasn't come out yet Still adding and downloading What about that game we just played I think it's already created Okay, this new version is very easy to use, right Easy to use The FX vary varity pack is coming up It's ready to use But the old version we just had How can I use it if I don't support U, e, 5 Let's take a look

We created a fantasy gamology cell In this place This is just created on top of my project And then right click Show in Folder It will pop up when the article is displayed Just now Let's look at the file we just created for that project And then there's content in there Okay, so notice this content This directory What are all the copies of the material after that

It's all in this content It's all in the content Put the three folders under content Where can I copy it orient right-click the content to display inside the browser You can see over here I also have content under my folder See?

It's also under content So we can copy it content So there you have it on this side So we know which graph we're going to use learning Kit Games Maps We're going to use this map So let's save this Okay, so this is how you use the material Okay, so when we open up this picture That's what we're going to use later This material

Ah, two ways The old ones don't support Uniqlo 5.0 He can also get through the copy The way If it's supported you can just add it You can just add it in Then the other mall inside ah this library What is there that can be added directly to the project Some of them need to create engineering If you want to use the content of this creation project

That's the way we did it Put the content underneath it Just copy it to the bottom of your content Well, it's easier than that Memorize folders You can't get either of the contents wrong What if I'm a little wrong Your material will be lost Then it wouldn't show up I'm still compiling this right now So there's no content yet Now let's get into the game

What about us up front?

Uh played with the map in the beginner's pack And then there's access to these resources Ah, we got this resource called Ah This unreal game learning pack There's a learning Kit game in there And then there's the blog Games Let's start with this map On that basis, let's finish Where is it It's in the blog Games Maps

We put this blog Games map into it Copy it under our own Orang This Maps let me give it a name We'll call it an Orang map Then double click to enter Well, here it is So we've got our basic diagram ready Let's go ahead and do it on this diagram So let's take a look at the first one

How to modify this game mode This map by default Yeah, the character So let's hit Run and it's this guy But let's not worry about the characters but let's use them The little white man to create How to modify the game mode On this side There are details and world Settings at the bottom

In this world scene There is a game mode What do we change the game mode to from now on Make it a three person game MOD Change into Where is this Where is this file Let's click on this magnifying glass You can see it It's in the Bro prints of the surface BP In this I wonder if we could make a copy of that In order to facilitate our modification It doesn't affect this

Uh, the original file You can do that Let's put it over here Drag it over here Drag it over here And then copy it over here Copy it into the characters, my characters Because of this game mode It's mostly about the characters And change the name Put the front and back of the game MUD um unchanged Let's replace it with orient orange MOD good How about this?

We created our own game mode Change it. Change it.

Change it. Change it.

orange game MOD Then its default palm class The default palm class let's change that as well Change it to the Mr write we created Mr write didn't change his name The place has not changed its name Let's change his name, too serve person Put it Go ahead and remove What do we change it to 先生 right Ah little white

Or maybe we don't want this place to move Let's make a new folder Give us a name for the main character Our main character's name is Oren And then he based it on White Let's make another copy of White Copy it and change it to orange character orange character temporary Our hero is this little white man

Let's switch to the origin MOD And then put the default palm This palm is a small soldier That's your length What do you look like as the main character It grew into this Oriente Rector Ok, Oriente Rector Now, when we click Run again It's not the same guy You're gonna be a little white man He's turned into a little white man Ok, let's see How to modify the player's perspective

Now, from this point of view, let's click Run and see You can see the camera It's a little bit behind this The size of the figure is this big How do you change the perspective of this camera Let's delete the player's birth point first Let's use this guy instead With our main character So we can drag it in Remember to put the auto in the details

Control player 0 Let's see if that's right This is what we talked about before in this place Automatic control player 0 You can do that through auto auto, come on, find this automatic control Select Player 0 Okay, so how do we edit this camera Select the character by pressing Ctrl plus English word one Or is it?

Click this place Or double click on the character Let's pick this one Ah, or this one, control plus one Use this shortcut whenever possible Well, into this character's blueprint editing We're going for four What about this end and this end of the blueprint we'll leave him alone We can see the character There is a capsule component a collision ah This is a collision It's used to trigger a lot of things

And then there's an arrow indicating the direction There is a character And then there's a camera and then there's a camera It has something called a spring arm hanging from it And this spring arm You can think of it as this selfie stick or what Is to be able to This camera the camera is far away Okay we can adjust this one camera boom spring coin component let's pick this thing

And then I'm going to make this target coin longer Or it gets shorter Well, let's make it 500 It turns into 500 variants and saves it I can click and run again And this time when I run the dot You'll find that the characters are far away I don't see that it's far away Ok, or something.

You want to raise the camera a little bit If I raise it a little bit, I'm going to take this one And the spring arm goes up How can I get there?

We select the spring arm There's something called target offset Look at the state of us over here We can go left and right Before and after Left and right and this up and down Let's say you look at the z axis This is what happens when you go up the z-axis what happens It's going to go up there and it's going to go up there The slingshot arm will go up

But the camera is pointing straight ahead No, it goes down a little bit, right So what We need to rotate this camera Let's click this camera Replace it with a rotation Rotate it a little bit. Rotate it a little bit to bring it down Let's see. Yeah, a little bit too much

Let's see. Yeah, a little bit too much good You can see that this is the right person Yeah, save that and hit Run good You can see the current view is in this one A little bit. A little bit And then it's a little bit further apart Well, you can do it this way Come to repair Change the camera field to the one you want Okay, so let's see how do we fix this

The walking speed of a main character It's actually pretty simple Same thing in this blueprint editor On the left There's a character move on his build list Role movement construction This component provides all the parameters and The character is movement-related We can take a look First let's look at the velocity of the movement The speed of the walk

There's a maximum walking speed at this point Maximum travelling speed If we now change this maximum walking speed Twelve hundred It's doubled Point save variation You can see Let's run it again ah His walking speed is obviously much faster Much faster And then the default is 600 How to get back to the default

It's cute that this place has an arrow going back You can click on him and restore him This is the walking speed And then it has to do with walking speed You can see the pier shape Simulated walking and so on And then we include the maximum number of steps You can set it with some value Let's see what it looks like And there's a very important value here It's called walking ground Angle

Well, what does an example mean Well, it's 44 degrees Let's see if we can get up this staircase now This staircase should be more than 44 degrees And now we're going up and we're like, hey I can't get up there Can't get on because of his maximum walk He exceeded our 44 degrees Now if I maximize this row Change the Angle of the floor to 60 degrees Let's do a little more running

We'll see if we can walk up when we're running You can see now you can walk up You can go now because of his Angle How many degrees below is he It's below 60 degrees All right, this one The speed and the Angle of the ground Now let's see another thing jump When you run this character You'll notice the jump in this guy right now He's a little bit floating It just feels a little bit unreal

How do you change this jump Double click in Find the character and move back down There's a jump up and down here Where's the little white man It's 600 by default it's actually 420 We changed it back to after 420 Let's save it and try it again You'll find it's a little bit easier to jump at this point Better be a little more normal Well, you can change it to lower

Will come to make your game more difficult And how many points do you need to jump Notice this air control The air control is to make him move sideways After jumping up Maybe you can move it left and right You can do that, too you can do that When we get this jump a little higher To test this value Is it possible to move left and right in the air

Okay, so this is a little bit easier to understand Everybody can try it out There's another interesting thing about character movement It's called gravity Ah fly away let's click on this character Press f to indent it It's called gravity We go inside the character and the character moves Find this gravity scale Now here we are One is the normal gravity of the earth

If we replace it with, say, a value of 0.3 And then when you do the jump You'll find that you can jump very, very far You can jump very far and then you don't If you replace it with a very small value I'm going to replace it with a very small child or let's say 0 What happens at this point What happens according to Newton's laws

You'll find yourself escaping from space You will keep moving forward It can't go down anymore because there's no gravity So what Gravity can also be adjusted Bend out all kinds of conscious movements Like flying Ah, or this one floating Floating state, wait, wait, wait For the moment, let's replace this gravity with one

I hit Run and I can go back to this position And then hit ESE to cancel All right, so this is, uh, heavy Okay, a little bit about the basics of the player character Ah, there's one more thing we can play with is Is it possible to add a flashlight to the player Well, it's easier Same thing, let's go to this one The blueprint for the main character

I'm adding this position We've done hard pictures before A particle system was added I added this network of mirrors and so on Is the mirror sphere right And now what do we add Add a beam of light Let's go and find something called um Light source So it is Where do we glue it We glue it to people. We glue it to this person This is his body underneath his body

Okay, move it a little bit Put it in here About the front chest All right, that's about right there And what about him?

The light goes down The light goes down in the light Okay, here's the thing. Make a little cylinder It's just adding a component to our character A component of light Let's see if it works Well, it's daytime The light may not be obvious to see a little bit Let's find a dark place There's a dark area here You can see it where it's dark Our characters have one on their chests There is a flashlight

If you're in this dark place This is the way to do it This is the main demonstration We can add all kinds of components to the character Ah, add all kinds of components Now, how do I import the model Import your own made Let's say you're on CCD or ants 3D Max inside to do the model How to import it Well, before we import it First under your project This consumption line is under this directory

Create a new folder We call masses Pay attention It's better to follow this one Because when there's a lot of content If your directory name directory structure is messy If you leave it lying around Slowly it will become a disaster So this place we built a file Folder called Masses It's designed to hold a static grid That's our model And then wait to add

Import to the bottom of game orange matches good At this point you choose one of the models that you made Ah, let's find one. Yeah

The local house What about this place you don't have to be like me But you can take any FBX model Notice, it's better to have a lower mold You don't want to be too tall Like this model for Zbras Of course, you can import it UE 5 is supported But for the sake of our demonstration Lead in a lower - modulus model Okay, I just picked one This place has several needs

If you are a very tall model Very high model you can need to put this sidebar next Check it off I mean, this place isn't really high, it's just Ah, we can tick that box, too No problem So we can open this place up open So here's a merge grid Let's turn on this merge grid You know, if you split it over there There are a lot of groups It will come apart

Let's try to combine it What about the others?

Basically no more questions Let's hit Import Click import You will find that We had a few errors ourselves after the import Leave him alone You can see the texture Including the material and then including the model is already there We can drag into the scene And there's nothing there Because he has such a small percentage Let's make it bigger I'm going to scale this guy over here and I'm going to transform

I made it 100 times bigger Open this lock so it can be placed at the same time Good is not big enough Let's zoom in to 500 Zoom in to 500 OK The size of the house is more normal That's a little big 400 good In this case, some external models are imported OBJ files can be imported You can also import this FBX file But we just had a problem

That's not the right ratio The proportions are not right. How do we reconcile the proportions This place teaches you a little trick How do you get the same ratio We can be in this scenario Choose this house We have scaled So let's say I've zoomed in 400 times Plus, we can drag an empty sphere Drag an empty sphere inside the shape The empty sphere is used as a reference

Choose those two things Pick these two things You can take the sphere Yeah, just shove it somewhere out of sight Take our house, for example He doesn't have to go in He's just something to look at It's empty on the back It doesn't matter. Let's just drag it inside All right, let's pick this house Choose this sphere choose these two things

You can use the shift key for multiple selection Or Ctrl key for multiple selection After choosing these two things Let's right click on this one Then choose to transform the actor into a static mesh body Well, this time of year We can choose our own orient This folder at the bottom, mass Give it a name Notice the SM prefix

SM And then there's one called building 01 building 01 and hit Save This is when we switched over We can get rid of this ball in this mode You can also delete the model transformed in this way You will find that His ratio is correct as soon as you pull it out And then this one is not going to be right So we can get rid of this No more We can just use it

Use this model Using this model The other thing is to put it Change the name of the material, too For the material we'll start with m Change it to build 001 of m Texture we dare to start with a t What is it also called building 01 Okay, this is a job you have to do Because it's what I said before If your name is not chosen after Increasingly chaotic

It's going to be a disaster It takes a lot of energy out of you So be sure to choose a good name What if your English is not very good Well, it's OK if you just use pinyin But use Chinese as little as possible Fear of making mistakes, fear of making mistakes OK, this is the scale of the model So when we're done importing Let's hit Run Take a look What happens to this model

This static network is what we wear Lens we wear Past the model That's because he didn't have a collision When if you import this model directly He had a collision He wasn't even right about the collision Not necessarily true So what How to modify the collision of this model So he can keep up with the rest of the scene Figure ah make a correct collision First of all

Choose this model Let's press Ctrl plus one It's the same thing we just got into the blueprints Enter the blueprint the same way Or it's OK to double click the model That's when you get into the model This edit for the static grid body First we put the collision Let him show it What kind of display This one shows this place Selective simple collision

Selective simple collision You can see he didn't have any collisions He'll have a frame if there's a collision Well, it's in us Uh, that guy he works for That bump button The display control button is in this position Maybe this is a good location How to add a collision This is where we choose to collide Add one called auto Bump If it's something else easy Like spheres, capsules, bodies, etc And simply you can add the above

But something as complicated as this For complex graphics we have to choose automatic packet collision You can use it better You will see It has a green frame on the outside But that's not quite true either Did you find anything Like this staircase, for example It would be blocked from getting in, wouldn't it You can raise this convex 8 count a little bit Let's go up to 16 and give it a try

You can see there's a little bit more detail here Right? We can even take this one

Right? We can even take this one You can also raise it a little bit Point to the highest The number of vertices and then the number of convex hull Convex hull accuracy We can also make it a little bit higher Let it do the math on its own more In line with our a regular network problem looks like ah Well, when this gets better This velocity is going to be The time required is much higher

All right, let's do a little more running when we're done That's when you'll find out Okay, so the collision time is still a little bit off He's ready to go up and down the stairs But this place You see I can't get to that corner Is that right? So

You can still put the number of pukes in one bag Improve a little Ok, so if I save it like this Let's see I wonder if we can get into that corner And you can see that you can now go into this corner You can get into this corner And then this side is good How about this?

We can add one to our model Or fix a correct collision Okay, so how do we create a new terrain UE provides us with a strong one The big terrain Tools. Yeah.

Tools. Yeah.

Now we have some islands in this map These islands floating in the air These islands are essentially a static grid So we can look at Ctrl plus b It's essentially a static grid But the terrain is different How do you create that You can use the shift + 2 shortcut here shift plus 2 All right, let's go down there OK. Ok.

OK. Ok.

So let's see, what's your starting position Where is it Let's put it on first Put it on first In this place You can choose where he is. Where is he Order this better I'm going to press shift plus r It's going to be on this side Appear on this side There are a few things that need to be set up first You can choose a grass material You can make a lawn here

grass to create a new grass material Get a terrain The other thing is its size Size well, let's start. Not too big So let's do a 15 by 151 by 1 It's about the same size Ah, click Create again This creates a level ground Create a level ground This flat ground blocks the continent we just crossed Now here's what I'm thinking You can see he created two

This actor, this landscape is what it is I want to move it to this Underneath all of these islands Used as this base All right, so once we've created this Let's go back to selection mode Back to selection mode Go back to this mode shift plus one What if you're U14 Ah, that one's probably right here, too

You can switch between several different modes Let's bring it down a little bit That way it won't get in the way Will not be blocked Ok, so after I move it a little bit to this position Let's look at it again How do you do that with this land And then we just created a piece of land How do I shoot 3 on this ground We have to use it

Because of this terrain tool that we provide Press shift plus 2 Enter this terrain editing mode And I'm gonna go ahead and carve There are some tools right here Such as smooth carving and so on Each tool here has its own function We can all give it a try First look at the carving The carving is to make this All right, three arches We can fit it in the size of a brush Line adjustment ah

Adjust its brush size And then the degree of decay is OK Let's make it a little bit bigger than the brush Tool strength is also slightly improved This is what happens Let's make it convex in the middle Convex in the middle And a little bit of sleep and food It's straight. It's the feeling of water flowing through it. Water

It's straight. It's the feeling of water flowing through it. Water

And then add a little bit of this dot Make the mountain look good Point scaling Shrink a little bit That's a good thing to do It just seems like the mountain will be a little bit more natural And then we smooth it out a little bit This is too sharp good good These are tools that you can try again and again And the other thing is for example this one we use engraving tools

This place is too high You want to lower it You can hold down the shift key on your keyboard We can lower it Let's say the edge and I want to lower it a little bit Okay, but you'll see This side is so obvious It's gonna be a little fake, isn't it So maybe you can make it really big Make this terrain very big Or we do it in a clever way

Is to make a sea all around Make an ocean to hide the edges All right, let's see how do we take a picture of the ocean Now we are shining a mountain Yeah, it's a little foggy I can't see very well We can turn off the fog for a while Take a look at how to keep fresh The fog was turned off In this world outline attempt inside Let's search for a for Ah fog

We put the visibility of this fog There's an eye in the front I want you to close this eye At this point it will be more clear to see And then there's a lot of cloud And then there's a continent We can take this continent and actually So lower it a little bit Come down a little bit Fall like this It falls after this position The ocean won't be blocked by this cloud

So how do you create an ocean So let's use a tool like this On this side there's something called geometry geometry In geometry we choose a combination Good creates a little box And now I'm going to create an ocean So what This is a big, big volume, right So let's take this x and y and turn it into $2 million Let's make it 2 million

And then its height 100 would be fine not too high good This creates a very large area of land Ah, a lot of land We can still go down a little bit Because all you have to do is cover this side Just cover this side Yeah, well, that's about it It covers this side Create this one and let's do it I can turn it into a static grid Let's go down a little bit

Go down a little bit There's a sliding arrow here Inside this brush setting there is a downward arrow To expand the display And then after the advanced expansion There is a static grid body to create So I'm going to store this grid In our masses I'll give it a name starting with SM And then it's called water, water Or let's use the ocean Create a wonderful web

This piece of the good ocean is coming out But there's no material yet We need to get him some water How do you get the material Choose this piece of land And then in the material area Oh, the cloud is moving For the material, let's do an o shape Let's see if we have an o profile It has o profile quality What is the quality of this o profile It's in the starter pack

It's provided in the starter pack If you go straight to Type o, you'll find that All right, the whole ocean comes out Let's try it out by hitting Run Let's get this character to this spot to make sex And then he's gonna fall into On this piece of land we just built We can look at the edges of it It's the ocean. It's the ocean Our bodies are still bare There's nothing on it

How do you create some plants First give him something like grass and flowers ah Because we provide a relatively powerful tool Ah plant edit mode in this place shift plus 3 Press shift plus 3 I can go into this mode You can see it's a little bit similar to the terrain tool So at our point this drawing is going to be able to ah This picture already gives us some of that

Grass and flowers Some are provided by default But how do you add your own new ones These are actually static grid problems For static grid problems, let's hit Ctrl + space Where are these flowers It's under the learning KIDS games folder assets environment forage ah forest You can see the meaning of plants in this one It's all in here

How do you add plants You can just drag it in and add it Let's say we want to add a flower Just drag it right in The number on this is you already How many of these plants have been planted Let's say we choose all of them now It's already checked now It's already checked if you uncheck it No planting All right, tick all the boxes and plant everything

Let's have a crack at it You can see the grass up there And then flower That's all there is We can do it in a very quick way Let's plant a little bit But you'll notice that there are places where the density is Like this grass The density of the flowers may not be what you need So how do you adjust these We can press shift to cancel it first Hold the shift key

And remove our vegetation Remove the vegetation Ok, how do we adjust this density Let's say we need the flowers now The density of these three flowers is slightly higher The grass is a little bit thinner You can choose these three flowers first shift key shift polyspin Then press down on this spot Let's make it this density 1,000

You'll find it when you plant it again This tweed will be a little more Or is it?

You want to make the grass a little bit denser as well You can choose to separate the pile of grass Select this pile of grass individually And then change the density of the grass to 500 You can see The grass is very, very dense by this time But it's too dense to do that So let's replace it with 50 And then that cancels out If I change it to 50, I can see this time

This time the grass is Comparative need Okay, so this is how plants grow It's relatively easy Well, let's cancel it all I just want to plant flowers now You can check the flowers individually You can see that there are no individual flowers Or grow your own grass Check the first three Well, this is a little splinter a little splinter

Ok, let's choose all of them Make this piece a little bit heavier Make the brush size bigger We'll just click on it The brush gets bigger pa How about this way One meadow, one meadow Of course the same thing This grass and this wood in our current field Not very good quality It's a match. We can plant it on this one On the floating island that we just got here Make the brush size smaller

And then density The collective density gets a little bit weaker overall I just felt a little bit stronger You can see the way to do it You planted this plant in this house Cancel it We're on the edge of the house Take this size down a little bit It's on the edge of the house A little bit heavier middle

If you want the size of the grass or the flower to change It's a little bigger We can choose flowers in the same way Let's scale this one See, there's no uniform scaling Make it twice as big or three times as big Some are twice as big and some are three times as big Now let's try a little bit more at this point You can see it This is also a bigger picture at this time

But you can also exaggerate a little bit A few flowers Too much won't do Now cancel the others Then choose the three flowers Let's make it 3 times bigger and 5 times bigger Yeah, well, that's a bit of an exaggeration Two is now Ctrl + itself to cancel Three times bigger, four times bigger A few more would be nice

Okay, so here's how to use the plant tool good Now that we're done with the terrain let's look at the weather First look at the fog We just did.

In order to make this one clear We found the fork There's an exponential height fog Let's just delete this for a while Find the three through this fork FOG Ok, so let's get rid of it and then we can add one ourselves Brand new thing Let's see how Unitary operation First of all in this place there is something called Visual Effects Ah, visual effects

Or of course you can search here You can search for that, too The choices are called exponents and heights Let's drag it into the scene You can see it coming in It means it's going to be foggy We can see there is no fog And then it's foggy Fog has several parameters We need to make some adjustments First, the density of the fog And you can see by this value you can immediately

It's very powerful to see this concentration of fog Although this place can only drag to 0.05 But you can just type in a number For example You can see the thick fog, the thick fog Ok, how about this place? Let's make it around 0.3 for now About 0.3 and then this is called attenuation And you can see that this is a more severe decay And then this is a slower decay Probably in

This place we set to about 0.2 Yeah, it's a little foggy right now We put in 0.0.1 0.1 and then let it decay something like that 1.4 attenuation Okay, so you can see all around and this thing feels okay And then there's a second thing You can also set the second and second This density and decay of the second thing

And this one we can leave off Color What about color? You can make it a little warmer You see Or red or blue or whatever The color of the fog Usually We can carry it a little bit It's what it feels like if you want to look dirty It's very foggy You can be a little bit yellow But a little dreamy like this In order to fit the scene

Let's put a little bit of this blue here Ok, let's use this one It has a slightly blue feel to it Could use a little more blue Okay, so this is how things play And on the bottom there's something called volume We can open up the volume Come on, come on, create this scattering of light Ok, so let's open up this volume

And then we'll see how does light come out And then when the fog is done let's look at the light ah Now in this scenario There's a there's already a sun Well, there's a choice for us Search for light in this place I can find this light Now you can see how strong this light is Ah 6 We can do it a little bit well Let's reset it and see Yeah, 10 is pretty strong. It is

I'm going to turn it into a 3 or so 3 or so light And then the color is a little bit off cold A little bit of good Down down down down down There's a there's a what's called light speed occlusion We block out the speed of light You can turn it on later So we can fine-tune this value a little bit to make this a little bit weaker

You will immediately be able to see what this light becomes It becomes a bunch and you can see if it's right And this is what we call volume light Volume light we can come to Run it You can see the effect of the aurora lift You can see that the speed of light is pretty obvious Ah, from here, too All right, this one comes through fog and light Set it up together to achieve this effect

All right, let's look at another type of light called sky light Ah, the purpose of the light is to make the whole sky The whole sky lit up To become a floodlight to illuminate the whole earth There's a skylight in our scene Or if you want to add a new one But in our scenario Usually there's only one sky light What if you want a new one You have to delete the one before that

What value can you set Light up the sky again skylights have something called intensity Intensity range You can use this value to make light adjustments Like 0.3 or a one One is a normal value Ok, so this light Well, it's easier to understand It's easy to understand The whole sky is glowing And then put

I'm going to take some of the things that aren't on the back He will also light up All right, let's look at one more thing It's called the post-processing volume We could use this volume Let's do some color mixing And then the intensity of the light and so on How to play it Like this map It already contains a post-processing volume

We can search by typing in this post Let's get rid of that for the moment Drag in a new post-processing volume First thing I do when I drag in the new one It just goes down, down, down What's one of them called It's called infinite range This post-processing volume Can be handled full-court Or you could just put it in this box I'm only going to do it in this volume

What about us? We're in full court now The whole world needs to be dealt with Just turn this on After opening Let's look at this first What words can you adjust the intensity of light First, there's a section called Bloom Valley of Bloom And then we take this light intensity and we give it to Can see Adjust this value directly Obviously changing the intensity of the light

We're going to go a little bit higher And then the other thing is there's an explosion This is called the exposure value We can kind of dream about the exposure Drop a little How about this?

You can make this highlight area even brighter But the rest of the place is a little darker good And this can be done by these two, one is Bloom And then there's the explosion And of course there are other values For example, this calculation model Including the prevalues here and so on You can all give it a try Yeah but...

Yeah but...

We can understand this intensity for a moment And this exposure Mode of compensation To adjust this one Intensity of light In this post-processing volume You can also play with camera effects I'm going to show you a little bit about this You can experiment with these parameters over and over again To adjust the value you need Like this one Well let's take the intensity You can see There are some diseases in this shot

That's called chromat chromatic Okay, how about this we don't need it for now I don't need this for my scene And here's a guy called der mask What is dirt mask It's just a dirty, dirty thing in front of the camera Okay, we can open this mask Pick any texture you want Well, find one. We'll search here Search for a pair to see if there is one

Well, it's not very pretty there's nothing transparent Let's just pick any other picture Let me draw a random picture Okay, and then we'll make this mask stronger You can see if you can see the camera There's a filth in front of you There is a dirty thing in front But this picture is not so good But we could save a little bit for this shot There's a little bit of this dirty feeling

All right, here's another one This Lance flow What does that mean?

This is called this When we open it up You can see this shot The glare, the glare This light is a little bit unnatural That's a little unnatural Let's make this really weak Very, very weak All right, here are some special effects from this shot There's another one What can I put in this image EFFECTS This halo I'm going to darken this corner a little bit

So let's darken this corner a little bit And a little bit of jitter Add a little jitter A very, very small wobble Jitter you see if you add a big That's what happens to him Add a little jitter Add a little bit of jitter It's a little more comfortable Make it a little more comfortable Okay, and there's a camera in this place This is a camera that we don't usually adjust we Not to adjust

Well, the post-processing volume There is also the function of color modulation Let's go further down There's a color scale here You can adjust its white balance, white balance Okay, but we're not gonna change this place You can also adjust the various colors of the global Let's say this saturation is global What about us?

Maybe we can open this up a little bit Raise it a little bit to make it more saturated And contrast cloth And raise it a little bit Improve a little Okay, and then of course you can adjust the gamma And then this is a game of controversy Let's take this argument A little bit. A little bit

Shadows can be tuned as well as global ones In the middle And then the highlights And so on and you can try out all of these values Let's take the saturation of this middle key Pull up slightly Pull it up a little bit Just a little highlight How about this contrast for the highlight let's just take it a little bit Slow down a little bit.

good A rough touch of color General tone tint Okay, let's look at this scenario There are some of these blue, white, glowing particles How do you make some of these glowing particles Uh, Let's take the simplest approach to this particle Systematic Negro So I can find the Orim directory Create a new folder I'm going to call it FX And this folder right here

It's dedicated to storing Ah particle effects This place We're just doing a little design here There's a detailed course It was in my other breast Inside a series of tube particle effects Okay, how do you create this place Right click FX then selects the Niagara system Here is the choice The next step

So pick this one hang particulate Some floating examples of this Let's add it in a little bit and finish Give it a name It starts with f x And then this place we give it Let's call it dust Glowing dust Double click in Okay, so this is the interface you'll probably see I wouldn't know him very well if I hadn't

You can follow me step by step First we change the launcher properties to GPU Change to GPU And then you can make more particles And then the number of particles Now you can see this magnolia on the left Now we have some floating white particles But it's not enough I'm going to give it 5,000 now At this burn position this becomes 5,000 And you can see that the amount is very, very large

Too much And I'm going to save it like this for now Let's put this particle Put this particle in this position All right, you can see how many moments there are Because he was chosen and all the boundaries we can So press g on the keyboard Can cancel Okay, but what?

I want to make it a little bit broader So we need to be at this box location box location this one This is called this position in the fit box Make it big Change to 5,000 And then this height is about 2,0002,000 All right, let's go outside again At this time This is the white example It was all over the place in an instant They're scattered all over the place

Well let's make it a little bit more To 20,000 Now 20,000 is just a number Well, that's a pretty wide range Looks like we don't need that much It's used so widely Look at the lungs a little bit Just a little bit over here Let's make this range a little bit smaller Let's go to 3,000 And then the height is only about 1,000

All right, so here's the thing It's a little bit more concentrated here Let's look at it this way Well, the number of motivational systems There are Let's change this size a little bit to 3,500 In this way Let him have no whole no not too many borders Okay, that's about the same amount Everyone according to your own needs You can It's controlled by this amount of spring right here

And then the box location controls the size The size of this range In addition, we can also make it color ah Let its color shine How to do that There's an initialize particle here The color of the particle is adjusted here How do you make it glow All you need to do is make this RGB more than one It can glow Let's say we have a 2 first

And you can see that this number is glowing a little bit Right? We can go to 20

Right? We can go to 20 That makes it really, really bright It's very, very bright You can see this place It's a little too bright It's so dreamy Well let's make it 5 Let's make it 5 and let's see This brightness of 5 almost And I want him to be a little bit bluish So Our blue value b value can be a little bit higher Right? Let's make it 8

Right? Let's make it 8 Men are not enough for us to turn it into 10 Okay, this will make it a little harder good Now the number of examples is a little too much Let's reduce the number of examples a little bit Let's make it 10,000 Okay, this will be a little more normal Of course, you can also change the luminous value

Initialize the glow value in the initialized particle Get a little bit bigger It would be a little more dreamy Okay, so this is adding a piece of this dust Then particle Uh, the details You you can transfer the money to this Narra that I recorded In the special effects class Well, after we add the flash example I want to add an ambient sound

Just to add a little bit of image to the environment Uh this feeling in the forest Like the birds chirping and the wind blowing a little bit Let's see how we import sound. Okay

First for our Orien I'll make a new folder called Audio It's designed to store audio files And then to the one you've prepared Let's say we look at this This is my usual collection of these audio files ah There's a little bit of birdsong Ok, so let's import this one This area needs some attention

You can only import WAV or AIF files You cannot import the NP3 file NP3 file you need to convert You need to convert it to a WAV file to use it This place We can just Ctrl + c and copy it And then over here Inside dot add And then import We're Ctrl + v here Ctrl + v here

I can import directly into this one So we don't have to switch directories Otherwise it would have taken a long time to find the catalog OK And then change the name I'll put Audio in front of it So Audio, let's call this one environment Ambient sound Ambient sound This way we import an audio file

How to import audio files into the scene Very, very simple Just add your audio file Just drag it into a certain place At present The sound was audible to all the room We can turn it on and run it Can be heard Now we have ambient sounds But there's a problem We have one minute and ten seconds of audio

That means in a minute and ten seconds He just cut off the audio How do you get it to play over and over again We need a simple setup for him Under normal circumstances We're going to need an ambient sound Well, if you need another BGM You can also import a section of BGM It's the same way to loop it Double click in Well, we don't have a window to check the details

Okay, what if you didn't show it You can use Windows to display details There's a loop going on in this place You can open this loop and save it At this time The audio will play over and over again We are OK Import another one Let's import another one of these BGM We found a Ok, let's listen to this one good I want to use this one as background music The same way

To bring him in So let me copy Ctrl + c And then in this place import And then Ctrl + v You can export this file directly Again, we need to change the name Audio b b bond Double click inside Turn this loop on In this way Both of them throw it into the scene

Okay, so where do I put it It doesn't matter. Yeah

Try to put this together so we can find something later Ok, so we're running at point You'll find it now There's a bird song and there's music in the background Some of you are asking How to import the m p 3 file into the UE Well because m p 3 files are not directly recognized by UE So you need to convert to a WAV file

This is where I'm going to show you how to do that, okay The first thing you need to use is a piece of software called audition audition It's an Adobe series Uh, from the Photoshop series One is called audition Let's open it up with that thing Okay, let's just find an MP3 file Then select this open mode for Adobe audition Okay, so when we open it You can see, you can hear

You can listen to this file Then Ctrl select all Select file export Export file and export what Change this format to this WAV file Or AIF will do Let's use WAV for this place Note that the sampling format is 44.1 And then 16 bits Okay, let's just put it on the table and make sure How about this?

We'll just take that one file The m p 3 file becomes the vivo file We can copy it In this place it's the same way Click on the blank and right click import And then over here Well, here it is I can get m, p, and 3 files It can also be imported into ours Uh u e 4 UE UE inside Now let's do one more thing What about our voices

Despite the ambient sounds and the whole background music And of course a lot of voices Let's say there's a fire in this place I can only get close to this place Before he could hear the fire He can't hear you if you're far away Sounds like that How do you add it Let's look at Tibet It's in this store content beginner pack Ah, some audio has been provided to us

There's some Audio in there What if you can't find the WB file You can also use these For example, we can listen to it There's music in the background And then there's the birdsong And then you could use this one But you still have to learn to import Ok, so how do we do it Put an ambient sound You can hear it in this one place Over long distances it will slowly decay

Let's see how do I add this one First of all We can light a fire and put it in this place Fire is also in the beginner's bag We found this p five in the mouth of the party Let's throw this fire in Throw the fire in And then put another sound next to the fire What do you want to play Just take this audio and there's a sound of fire in it

Ah, you can hear it. That's the sound of fire We're going to drag this fire sound over here I'm going to drag it over here All right. Put it here.

All right. Put it here.

Where you place yourself is very important You need to put it near this fire It's better to be on top of the fire Up is the best After you put it away Let's set it up on the right What to set Set call allow null Allowed spatialization Turn this on Additional heavy-duty attenuation Turn this on, too At this point you'll see a box See?

It's a big box This is the range of this decay Let's put the inner diameter, AH 400, about right there But this external decay is too long We can see that if we change it to 800 It's within this range Let's click on this sound Well, it sounds like that The good thing is that in one voice There's no attenuation in this circle And then I leave this outer circle

Work your way up to the outer circle From the outer ring to the outer ring, no sound can be heard Just slow, slow, slow what's getting weaker and weaker Ok, we can listen to that Now you can hear a little bit of fire on my left The voice ah If I were a little further away My voice would be gone But the closer I get You'll find that the sound of the fire will be what

It's going to be huge Ah, I'm now and what's the spatialization of it Now I'm on my right My voice is from the right If I'm like this now I'm on my left So the voice is on the left That's his sound and that's the right sound And then I leave him and my voice dies down It gets louder when you get close to him Okay, this one is called the spatialized sound And it includes attenuation

All right, now let's look at the material Now, the ground here is relatively flat All green It's going to look a little monotonous So how do we get more color on this floor ah Because we provide a way to do what It's called a decal. A decal

But before you want to decal it Well, we need to know the material first What is a good material First let's create a new material Look at the material can do things OK Ctrl in the space to open the content browser Under orang we create a new folder It's called materials

Notice the s materials folder And then the center right click the blank decimal right click Point material Good materials usually start with m What material shall we start with I want a wood material So we named it wood Ah wood This creates a new material Let's double click in Come in and you'll find it

It's a very long node Very long node Let's double click on this node And you can see this base color Metallic on top Highlight roughness and so on All right, so let's go through this one at a time The first and simplest thing I need to do is give him a color How to come In this base color this place So let's right click and select Promote to

Parameter ah click the right mouse button to promote At this point a node pops up At this node we're double clicking Or maybe it's this one That's the property of this node This is the detail of it We can also double click this default value Let's pick a color Let's say I want a grass green now Ah, notice that the left side of these two is saturation On the right is this brightness

Need to be adjusted Well, here it is And we made one this grass green one Base color ball We can use this material To whom, for example Let's say I give this staircase Just attach it to it Can see At this time the stair ah has a green table face And you can see this place this place The material of it

It's already transformed into our one m wood m wood Well it's about the color of the material Ok, once you've done the base color Let's look at this material again Go back to MB and select the parent node Here you'll see there's something called hybrid mode And then there's the double side Let's talk about these two things together

First of all, let's take a look at the first three mixed modes The first opacity is easy to understand Like a rock, for example Metal, we're all opaque But there are some translucent stones Like jade or glass He is translucent So what At this point you have to add this node Mixed mode of translucency So you have this opacity And then what is this

With a mask like think about it Let's say our pattern has some patterns It could be Ah alone So you can take this pattern There is no part to mask That's why it's called a mask And then we're going to do some experiments And this is called double-sided What does double-sided mean Let's switch to opaque Let's save that

Now I go into this one We can see what's not there There is no material But if I open it on both sides And I'll save that You come out again You'll see if you see it He's got a texture in this one, too Oh, it's pretty He's he's got materials, too There's material in there Double-sided material And this is a little bit easier to understand All right, let's look at these points

One is Metallic Then highlight roughness Let's take a look at these three First of all Let's take this metal and turn it into a parameter I do this by clicking the right mouse button and then promoting to parameter In addition Let's raise this highlight as a parameter as well And this roughness is also promoted as a parameter What's the difference between having a look First of all, let's make the color a little bit less intense

Flamboyant Let's replace it with a um I'm going to go a little gray with the normal one It's a little gray Then what?

We set the default value of metallicity On the left side, the default value changes to one good You'll notice in no time that the metal will come out then Okay, not so high. Let's get it up to about 0.8 About 0.8 and then What does highlight mean Art students are always known The highlight is the brightest part of him Well, we changed his highlights a little

First of all let's break the metal Let's break the metal Let's take a look at the highlight what's changed about him You can see the highlights The higher my number goes His highlight is gonna get brighter and brighter Now what if it's 0 We're not out of highlights. We're out of highlights 0.5 Good part of the highlight a very bright Okay, here's the highlight

And then I'm going to add the metals Plus the highlight and then the roughness is Ah, if it becomes 0.5 You'll see that this metal is a little bit less It looks like a mirror If the polish is thrown to one ah thrown to zero That's the mirror effect Mirror effect Add a little If we increase it to about 0.2, we can see this

I made one of these with a little bit of metal This material is like aluminum alloy All right, here are the three roughness Highlights and metallicity are also easy to understand But let's not use it for a while But we can still take this one This metal we just made Take a look at the effect You can see this place To make these stairs that look like aluminum

Now let's look at a node called the emitted color Self-luminous color Let's take that and raise it to a parameter as well We can make this one thing shine How do you make light Double-click to select a color I want him to shine this blue light right now Blue light Let's pick blue first Okay, so what happens when you turn blue

I said that earlier in the example It would be nice to have more than one glow, right Beyond that it starts to glow And then the value of RGB here I'm going to change it to That's 10 times better than 10 of 6.5 This is when you'll find a ball of light He became luminous Let's take a look at the stairs again I see the stairs are starting to glow

Wow, the hair is so bright And when this is the value you can lower it a little bit Tri of 5 I don't want the 3 of 5 to be so bright You can see the glow He lit up the environment, too This is a feature of UE 5 that UE 4 doesn't have But the color of the spontaneous light Can light up the environment All right, you can see the glowing staircase

All right. What about the front?

All right. What about the front?

We know a little bit about material basics Includes color highlighting metal And then you include spontaneous light and so on But we haven't added any patterns yet Without any pictures So how do you make a texture map Besides, we deleted all of it. We deleted all of it Now I want to make a wood material Just now our name is m wood wood material

How do you do that You can press the t key on the keyboard t key Press the left mouse button I'm going to get a node It's called texture sample So this node is what grain can I use sampling We sample this texture to RGB this The dot is attached to the base color Then choose a picture Select a piece of wood in the left grain section

So let's say wood Let's see if we have anything Wood You can see there's a wood here So we made one The material of this wood is very, very simple I used a texture map And then we have this decal This node is also used texture sample So we can keep this one after it's done Well this is when you see this This one.

The stairs will soon be a wooden one Into a wooden one So let's take a closer look at this wood Turns out the wood doesn't look so real How to make this kind of concave and convex feeling I'm sure you've heard the word normal Here it is Let's go back to this texture node It's called normal The normal line is the function of the normal line

Map above to make a concave and convex feeling Ok, so how do we implement the normal Let's copy and paste this node Ctrl + c Ctrl + v or Ctrl + w direct It's OK to make a copy All right, now we have the second node We connect RGB to this normal but This isn't a normal map yet We need to change it Ah, here's a beginner's bag

They've already helped us get ready This is a normal map for teewood pine Ok, look at it again and then we'll hit Save And then we go back to this wood Now you can see that there's a little bit of concave and convex The wood has some concave and convex feeling We'll see it a little bit more clearly in this one If we don't connect ah flat If it's connected

He's gonna have a certain amount of concave and convex There is a certain sense of concave and convex Okay, that's what normal maps are for So how do you make this normal map In general You can be in the substance painter It's already discovered when you export it Generated this hairline map But if we applique it When we talk about decals later Come again Tell me how this hairline map is made

All right, let's look at it again How do I import my own textures as well The texture of the material Well, first you have to choose a picture What I've got here are some PNG images I want to put these watercolors on these Uh pattern?

Come and put it on my floor as a decal So I want to import So let's import this texture and see how we do it Pick a picture yeah Choose this one This one, we're going to Ctrl + c But not paste Let's come in here Ctrl + space to make it Pop it up and we'll create a new folder called Texas

Good textures are designed to store textures We're going to import in this place right click and import And then take what we just copied Let me paste it here And then open I can import this texture Import this texture well How do you make this texture into a material Very, very simple Let's borrow this staircase

Let me use this staircase We just have to drag it up That's when it comes Generate a material file See the buts It generates one automatically but we Ctrl + z to return it Because I don't want to Break my wooden staircase But this material is already generated It's already generated We'll just leave it here for now And give him a name

Get both of their names right First of all, he is this Decals. So it's the t for texture

Decals. So it's the t for texture t starts all my textures start with t What about decals Decal this one in water color Zero one All right, here's a watercolor decal 01 Again, it's a material So let's start it with an m I'm going to start with m and then I'm going to add a decal work color 01 Make sure you name it well Be sure to form good habits

good We can drag this material to Material It's the table of contents This is for textures So let's move over there Move over Okay, so here we go and we import a texture And create a material Of course I can have a second one Let's do one more of this red one The same approach Import paste

Let's borrow the name of it and make it 2 Same way to drag in and then control z again and it will automatically create a material Let's drag this material to Material Move to material And change the name of it It starts with an m Okay, so here's the thing. I created these two textures

How do you turn it into a applique material And then we just imported two textures Import two textures and make them into textures But now what?

You know, decals can only be used on this one and this one Like us, for example But this is clearly not what I need I want it printed on the ground On the ground, you can't just drag it like that I'm just going to drag it like this It's going to make the whole ground look like this But, um, it's nice, too, but It's not what I need. I need it

A piece here and a piece there You can swing it wherever you want Okay, so how do we implement this decal Double click in Double click in This will automatically create the material for us We already have two nodes We choose this parent node It's made of jade Change the material jade to delay stickers Switch to delay stickers

Also change the blend mode to translucent translucency This is the white part I want to make it transparent So let's connect this a to the opacity Ah a is connected to opacity And then I'm gonna hit Save To save Well, this time of year Let's look at this material This material has changed Into a There's a gap here. See

We're going to drag it inside at this point This is because I was moved Turn into a delayed decal So the time to delay directly can be It's just a little piece It becomes a little piece So I can copy and paste lots of blocks Spin it around a little bit And then just a little bit enlarge That's a random way to put it on the floor Put it on the ground at random

Okay, I hit the machine key on the keyboard You can display these ICONS Press it again to cancel We can copy some random pendulum that rotates nicely The same You can do the same thing with the second one, right Turn the second material into a decal material as well Select parent node material desire Switch to delayed decals Change the blend mode to translucent At this point, connect this a to the opacity What does this a mean

a is Alpha, right We know that the color has RGBA a is transparency Let's connect it to opacity You can make that opaque, transparent place It's good to be like this Bring it up Okay, this one's a little weird It's not very pretty Make it big and small Let's have this blue one again Copy and paste Let's get a really big one

As a ground And this is when you'll find my people Things and houses are painted This decal it is able to take all the models Coloring So that's not what I need Let's see, how can we modify this Uh, To keep the house and character from receiving decals So how do we do that First, click on the house We're here to search the details of this place

Optional input detail Or maybe a decal There's a receiving decal here, see We cancel the receipt of decals It doesn't come up on this house The same goes for characters The character is also we go into the character control plus one Get inside the character All right, so the actual coloring is going up to his grid Right? So let's click on this grid

Right? So let's click on this grid Do the same for decal Get rid of the receiving decal Remove well How about this?

Our characters wouldn't have decals There would be no decals Oh let's come back and see this blue thing This is a blue tile I want him to have this concave and convex feeling Especially this one There is a concave and convex feeling on that side. How to achieve that It just needs to be made Map Find out if the map is correct We found this picture Find this picture the blue picture

How do you make it We're going to need it for the show Open for the show Go ahead and open it in Photoshop So let's just drag this one in So you can drag it in and choose Filter and then 3D and here's a deep discovery image Generating normal diagram Okay, very, very simple It will automatically generate a normal graph for you

And Sol can be adjusted a lot for clarity and blur You can also adjust the scale of this detail Let's make it a little bit bigger Ok, to make sure This way you can export the discovery map Let's see if we derive control plus Alt + shift + w to export What is the format of the export We're gonna use PNG like we used to I'm gonna use PNG

And the position is the same position as before OK, let's put it on the table Save well well Why didn't it hit the table Let's do it again Ah, was it on the desktop in the picture Let's click on the desktop Well, when we get out like this We're going to come in here from the old plus c This is right here in this place Let's add a texture Texture point right click import

And then Ctrl + v Let's import this diagram It's a good name. You have to change it Let's take this Just cut it off F2 Copy it and paste it over here But the name can't be the same we A normal map is usually followed by a bar Add an in in is normal. It's normal

Ok, at this point we'll put the normal map in Apply it to our material This is the one that's in blue Let's go in What can we do Copy and paste this node Ah, let's go back to that normal diagram that we just imported Select it and connect this RGB to normal Okay, very, very simple I'm going to select this texture to be

The picture that we just imported At this time All right, you can see now it's a little bit concave and convex It's a little concave and convex It's on the side here relative to this picture Good, there is a very obvious sense of concave and convex And then this one, too Ok, so this is about making normal maps All right, once we've made this tile You'll be able to see this surface obviously

Ah, it's not so monotonous But you can add more to this graph To use tiles to get you on the ground And then the wall ah Stairs, etc., could use some dirt Make your map look a little more natural What about this place Well let's make it a little bit smaller All of these are scaled down a little bit In addition, I also Added a little bit of cover from this plant

It is because of such a gorgeous watercolor Put it on top of this It's still a little weird So a little bit Make it smaller And then add some plants to cover it, cover it All right, here we go and we've done this one Uh, This whole map So let's look at that How to make this cut scene All right, let's look at it again How to make this cut scene

cutscene What is a cut scene Uh like our game The beginning and the end Or uh To trigger an important story They all have animations How about this You can do that with this cutscene So how do we do that Well, add cutscenes Level sequence Add level sequence Then we need to create a new folder

It's called cymatics It's under this orient Build a cinematics And then give it a name We use this seq to start with second seconds ah blood blood Blood animation Well, it's an opening animation So we use start start One and one is good All right, so that's what pops up It's called a sequence editor Where can you put it

You can put it in our diagram The right hand side, the right hand side of our view Of course, if you have two monitors It will be a little more convenient Can be placed on multiple monitors I'm taking a video here to show you Just put one on the left and one on the right Take a look How to implement a shot animation I want my first shot to be Push forward from this place Push forward

Okay, how do we do that In this place there is an add camera So let's click on this new camera All right, at this point it's going to come out on the left It's going to be this camera right here Angle of view What do we choose?

By right clicking Hold it down and select Pick your spot But you'll notice it's not in the right focus The focal length is not what we just previewed So we can make adjustments Well let's make it a little bit wider here You can see it has a current focal length We can make it wide Angle Well, that's 20 too wide Look at 20 this wide Angle OK Let's go from this position

Well, from this position Push forward from this position Once I've settled on the first position Select this camera and press s Press the s key on your keyboard That's when a key pin comes out See if this location is recorded And then we go to the second position We chose to push back a little bit This is also the number of frames How many stitches do we choose to put in the back About 200 stitches

Just a little bit further back I was hoping he'd be here at 200 Come here but you can still fix it later Let's press the s button again Pressing the s key records another stitch So he automatically helped us form it Well, it's a little too slow Slow down Let's drag it a little bit faster back and forward All right, that's the first shot First shot

And so it happened Record the key pin through the s of the keyboard Have the first One shot and we need a second shot I hope my second seat is in this position From this position Yeah, move it slowly this way Move it slowly this way So what We need to add a second camera, right Click the camera here

And again, let's change the furniture to 20 And then you can adjust the aperture and all that Let's say a very large aperture of 0.97 The smaller the number, the bigger the aperture You can, uh let this You can see it's a little more obvious when it's tight This place is about 5.6 Use an aperture of 5.6 A focal length of 20

Let's get this shot to go from here to here Follow one's lead We're going to put this needle in this position Press s first After I record this point And then we move it over here to this position Oh, I forgot to push it back This was 150 Let's just stay here for 300 And then move it a little bit this way Then press and press s again You can see this shot

It looks like this Well, make the furniture a little smaller A little bit wider Okay, but what?

You can play it to the front You'll you'll notice that the front doesn't move But the second shot and the first shot The second lens is not connected So how do you connect these two shots There's a camera switch Camera switch We can add a camera Now, the current camera is mainly exporting this place Only the contents of the first camera The second camera you need to add Add in

Look at the second camera coming in The second camera starts at 150 That's about right there Let's click on this one again to preview it This is the first shot And then this is the second shot All right, that's it The two shots just went together That's how we cut and edit Take one, take two Add a new lens through this And then you have to click on this one What if I click down here

It previews a single camera This is the final output from the preview Okay, we just added two cameras Two shots similarly At the same time, this scene was edited So in this scene Other things I wonder if I can animate it in here Ah, that's fine Like whether the island can float And if the plants can

Well, like growing up slowly It's okay So how do we do that For example, let's take this plant Take the plant and click on the plant first And then you have to make sure that you're paying attention to this right now This camera switches to this environment You can only point to the flower And then we hit the center Let's put this one first So let's click on and click on s Ok, press s

You will see the instance the follow actor came in I got in here This one is not a shot That's what these plants are Well let's expand it out and scale it out At first it only had Size of 0.1 And then slowly, slowly, slowly, slowly finally Grow up grow up to 1 So let's do an animation like this Let's take a look

Now the plants are this little one And then it got bigger and bigger and bigger Slowly enlarge Or we could speed him up in this process Let's make it bigger in the back It's been like this since the beginning At the beginning Don't have any plants And then the second shot The flowers and plants grow up It's going to grow Of course

The first shot of this place isn't so good It's weird without the plants But just to cover it up You can stay in this place and we'll come Let's put it in the back well Or do we think of a way to deal with it It wasn't that small at first It starts out at 0.0.5 and it's these flowers that are smaller Eventually, it grew very big How much does it grow to? It grows to 1.5

Let's see if this is weird Yeah, this will be a little more normal than before This goes back to one So let's hit s again here and hit s Ah, put this zero and a half Put it at the very end of this Put it in this position That way it doesn't get stuck All right, let's preview it again Good you can see the flowers ah

It goes from the size of 0.5 to the scale of 0.5 all the way to 1 To 1 Ah, everything in the scene You can drop it in there and animate it And then lights and even the sun How about we try to add the sun Let the sun rise from the ground Find light That's a directional thing directional light

And this is the directional light source in the scene Let's just drag it straight down here Drag it down here and you can see what happens when it comes out There is color You can change colors You can also change the intensity Or we let him rise slowly It's really about his Angle So we can control the Angle First back to zero zero Ah, back to zero Press s Hit this light and press "s.

It's going to come out this rotation Angle And if you rotate this Angle you have a pitch Let me see Let's first look at where the sun is from Ah now in this position So first of all let's take it and make it really low It's going to be about minus 2 Let's go to 0, let's go to 0 And then it's gonna go up slowly Okay, so let's do this in the second shot

It's better to take the first shot Let's try that in the first shot And then slowly, slowly rise well It's easy to find out I'm going to go up about here All right, so let's take our first shot I'll be able to see this sunlight The good sun is slowly rising Second shot Let's make this light grow stronger and stronger The same way We're going from this one to 150

Then add a key to the intensity of the light And then at the end Let's change this intensity to 6 Good can do it You can see the light getting stronger and stronger Well, the second shot this is blocking too much Is there any way we can get him to This position, this position has shifted a little bit A little higher

We put this stitch in place The z axis of omega is a little bit higher In addition to this focal length of the lens Why don't we do a super wide Angle All right, let's look at it again Ok you can see the light This is a little light Rise slowly And then this light gets stronger and stronger good So we can constantly control what's in the scene Objects can also control this light

Well, you can do that with any other light What about us?

I showed you a few simple animations Two shots And then a plant and a light and all that Let's do an easy one As a demonstration of our excellent cut scenes And then we're going to get more complicated Well, how do you get it to play Let's turn it off And then in this place We need to find a SEQ Remember the prefix that we just used, "seclus" I used SEQ

So it's easier to find I'm looking for SEQ Find this cutscene The cut scene is in this position Well, there's an autoplay down here See?

Let's turn autoplay on Check it and you can play it Let's say I hit Run You can see this This animation is going to play Finally, let's get started Or you want him to slow down even more There's also a playback rate or a starting offset Let's change the speed to 0.70.6 first

Look around 0.6 And then let him play it and he'll slow down a little bit All right, let's start with this one character Ok, let's look at the character animation How do our characters get him in there Get moving I could put it in this cutscene This one is just a little bit more complicated And then let's see how do we do that First we prepare our characters

Don't want to use this little white man Little white men don't really fit into this scene So let's make a new one And then the character's name is Call it one. Call it one I'm going to use this character It's the make-believe pack we downloaded There's this one from the new Linky Games Blueprint in there Yeah play corrector play corrector inside

There's one of these in player corrector We call him Xiao Yi Let me drag the small one over here And then copy Okay, here we go. We have it The little white of this miss Haku showed this Ori last time We're gonna change it later But not for now I'll talk about that later Now let's use this small handful of his name change What would it be?

Let's call it e e correct. e correct

e correct. e correct I'll put it in this position for now Put it in this position I hope he gets out of here later Go through this place Go to this flower And then turn it around a little bit So let's do an animation that looks like this How do you do that In the tool ah Inside this cutscene in the window

There's something called a sequence recorder Sequence recorder You can record it How do you control this character He could have recorded this Let's turn on this sequence recorder Confirm order What about this place? Let's just remove everything This place is supposed to be empty Or remove it first Let's add this guy So if I hit Easy, let's hit Add

That's when Yi goes in We're ready to record How do you record it We need to control Easy if he's right So we're doing it the old way here Automatic control player 0 That way we can control it This is how you control the lobule And the little white one Let me delete that for a moment and then we'll talk about it good So let's go back to this place and run a little bit

First gain this control All right. Yeah.

All right. Yeah.

How about this animation Let's put it on hold for a while Don't autoplay unautoplay It saves time All right, so you can see the little trick here He moved from his position in this one His position I hope he goes from this position Walk to Where do you go? Where do you go From this position to this garden Come here and take a spin

Okay, how do we do that Click to record Get the actors ready at once Take your places And start walking Come over here And then turn around twice And then end point ESE ah over Well, that's what we did Where does a recorded animation like this go It's in the serpenses of game sematics Let's see In this well

Semetics Circus is recording this, recording this In this case, let's get rid of the previous head Let's take a look and see what we got on tape Expand it out Then choose the character Ah, play it.

You can see the character Oh, it's glowing.

What about this character?

I went around the scene twice All right, we're done So we have this animation How do we put it into the one we just had This one goes to zero one It's in our level sequence ah This place found us in this place And then what do I do Let's take this character animation that we just recorded Take it. Yeah

Take it. Yeah Put it in our own Let's go over here and let's go inside this Cinemax I'm going to call it SEQ And then we have e The animation of e Let's play an e correct It makes it easier to identify e correct one good This is Xiao Yi's first animation Let me drag it over here At this point you will find that there is one more

Do you see the scene We put it in the middle of this We're going to play it again here Use this to switch You'll find my aunt running around in here Well, it's not quite the right position I'm not quite in the right position Yeah, so when you were recording it You can adjust Adjust the position of the camera more Look at this place I just didn't get it in the middle

It's too far up, too far away Okay, but what?

OK, no problem.

Let's do it as a demonstration The character is already in motion Well, is it okay if I just He cut to this one, too For example, cut to this character shot of him Such as close-up All right. How?

All right. How?

Actually, this one of our little ones Let me see if you have a camera Let's double click in Then order four bites You can see this place It's got a shot right Can we just switch to In this shot It's okay Let's see, how do we do that Let's add a section at the end Add a section at the end And then this is a little bit shorter And then this place is also slightly shortened

Let's make the middle, let's cut the middle Let's cut a little animation of this little one in the middle Good thing we hit Camera plus here Then select the smaller animation And then select e correct good At which point we can switch to his Does he see this vision Let's make it a little bit wider All right, let's see

First of all And then I saw this character and I ran too fast And then cut to another shot Okay, it's okay to run too fast We're going to use something called yes There's an orbital called time dilation Make him slow down Now let's implement this one first good You have the shot and you have this main character shot Then what?

Cut back All right, let's go back to this one This is going too fast so how do I deal with it Inside the orbital is something called Time dilation orbit Let's add in What it does is it can Let's assume that this time dilation value From this point we add a key pin From this point to this point it's going to be 0.2 in an instant All right, let's see

And you can see it's getting really slow here It's getting slow 0.2 is a little too slow Let's make it 0.3 Okay, I think we can tighten this up a little It was just one or two shots This rotating shot is a little bit OK, that's not a big problem And put it on the back We need to get back to normal Get back to normal at the back

In this place let's add another one Add another key 0.3 Then move a stitch back What does it become? It becomes one Ah, this is suddenly getting really fast Well, the characters are a little weird So this place Maybe we should all go to 0.3 Let the whole thing dilate It's 0.3 all the way through Because the whole animation is actually a little bit fast

Yeah, a little bit of music. OK

OK And this is time dilation Can make this mirror go into slow motion Let's look at one more thing We're going from camera to camera It's a little stiff.

What can I add Like, like, like Promi There can be a switching process We're going to add something called Ah Gradient track How do you play gradient tracks Add in It starts at this seam between the lens and the lens Ah, let's put a pin in the seam Let's make it one

And then maybe a couple of stitches in the front to make it zero About a few stitches in the back It's going to be 0 like that You can make a gradient effect Oh, it's too slow Let's bring this a little bit closer Something like this OK We can do the same thing with the next shot Let's copy it and then go over here and paste it OK This is a gradient

It's also very easy to understand we Let's do one more thing and add an audio track Very, very simple Select the audio track inside the track This orbital is PI This animation alone provides an audio clip And we just didn't clear Add a NB3 file So let's just use this Let's see. Yeah.

Let's see. Yeah.

There's no content in front of you This is too slow and look at the back there's some a's How about this one Yeah, this is fine We can expand the audio Yeah, the volume, the volume, the volume This pronunciation is not quite right We can turn it up a little bit 1.3 Bar Yeah, look at this place. This pitch. This place

It's actually his You see if I change the pitch to 2 He will be taller Is that right?

Normally, it's one And then this down here is volume Well, after we add the audio track Our segment is this segment The cutscenes are almost done Let's try to play it Let it play automatically Autoplay has turned on a bit running Okay, so at this point you're going to hear two paragraphs There are two paragraphs so in the beginning Our background

We can still keep the birdsong in the background But that Background music We can turn it off for a while Turn it on and off automatically Then you can go through the blueprints Like, uh, when your character is in charge Open it with blueprints All right, let's try it on our own OK This music Looks like we got stuck in one place Maybe there's something wrong with this music

Ok but it's not a problem What about this place where we play already Got it all together Well, you can run this in a game Play this animation Could that be a separate video file The same will do There's one in this sequence editor This button Render this movie as a video or image true sequence We can render it as an ABI file

ABI file Video file But it's not compressed So it's going to be a little bit bigger Ok, and then you can choose the resolution 1080P or 4K Then select the directory to choose output later Select the directory for output Finally, it's OK to capture the film This is where we simply find a table Ah, a lower one on the table Put it on the desktop and lower the resolution a little bit

Otherwise it would take a long time Oh, this directory doesn't work on my desktop Then we'll switch to the front row Go straight to the front row Save it All right, he's exporting it This is a very low resolution So it's only this little bit big All right, so once the export is successful we'll see the first disc There is a video file that can also be used to play It's very unclear

Because my resolution is extremely low What about you when you export it You can choose this higher resolution Relatively high resolution good Now let's focus on this role Before?

We've created our protagonist named Oreon But it's this little white man He used this one of his skeletal grids I also used his animations How do I get mine If you've created this skeleton grid You can use your own import and export Just like importing a static grid Yeah, but what if you don't You can use this new linked

Games in this unreal game pack There's a character in the study pack We call it a small one In this Mash Ah, you can use his But even though he's already done it But we'd better start at the beginning How do we do this Ah, the characters include animated blueprints of the characters First we take this skeleton of it The grid body and its skeleton Let's copy it into our own

Let's create a new one Create a new folder called Mesh It's called Mash.

This set of bones and this model of it Let me copy that over here When I copy it over Well, let's use the optimized version We use the optimized version This one here has an optimis we Let me copy that Notice two things copied One is this The skeleton grid one is its skeleton

And then change the name to our own name SK Oreon character And then the skeleton changes its name Let's change it to Oreon Oreon's skeleton To get him moving These two things are necessary The first thing we're going to do is right-click Assign his skeleton Skeleton is designated for who This orange character see no orange character And then hit Accept

Well, that puts the two of them together Because we just copied it So the two of them are connected And then to the euro, the Euro's blueprint Or if you click on this character Ctrl + 1 Grid problem This is in this Google grid problem We have a choice Look for the euro Good compilation save Can see

And our characters have been replaced with new models With a new model But you You walk around and he doesn't have animation What is needed at this time We need to make this animation blueprint The animation blueprint will animate him into the little white man I'm going to use it directly on this one Usually we are associated with If you're a uh To make this human character Usually a little white guy

The animation can be used directly on the skeleton Okay, so let's see how do we animate it Okay, how do we animate him We need to assign him an animation puzzle Well, first of all, take your time Create a whole new one of your own We can use this little white Those animations of White give them to him How to come First find the little white many q

animation is good to talk about this problem Some basic little white jumping and running Including some of this mixed space It's all in this hard picture So we need to start again Right-click from the oriented animation blueprint For the skeleton that we just created Let's see, how do we do that First, remove the skeleton that shows only the keys

Then select And then select this sky Oren And then replace that note Because our little white man's name is third person That's a terrible name So we're going to take this third person What's the third person The name of our protagonist, Orient, Orient And then you have this folder that you put in It has to be put in our correct underorient Let's create a new one

The folder where you save animations Okay, here are the steps Choose the right skeleton orang skeleton Change his name And then what about this?

Folder class folder location Then click reset So you can see that We have this at the bottom of our newly created Animation There are animations. There are animations We can take a look inside Double click in First time in this place You'll find an animation here Ah, you can see what their model looks like See the skeleton And then you see his animation We can double click which animations are on the right

Jump. Yeah. Okay.

Jump. Yeah. Okay.

You can see there's a problem This hand of his Very, very ugly hands very, very ugly Something is wrong Okay, this is because of this white White's animation and this Uh, our main character animation Our hero's bones don't fit very well Take a look How do we redirect the animation back to our skeleton good Now what about us?

Have been determined this We attach it after the orientation blueprint Get inside the character Get inside the character's blueprints Grid body There's a bone that we replaced earlier, right Use animation blueprint Then the animation class uses our Ori Ori Alien BP just out of orientation This is the Oran MVP After orientation Let's hit run Okay, so you can see he's ready to go now Ah, in little white

But this hand is ugly How do we fix that Ok, so how do we fix this hand problem Actually because The animation doesn't really match our skeleton Oh, white is not a good match So we still have to decide which animation to use Used in no linky Games. His original animation Ok, so how do we animate an animation From orientation to this one of our skeletons You can take a look

Where is it Inside the assets correct animation This is all kinds of animation from the previous little art Let's find some important animations The first one is this walk And then the second one is this Then there is the standby On standby. Let's find out

On standby. Let's find out Standby idol Ah this this place is on standby You can see these three So let's do this by Ctrl These three Ctrl's to make multiple selections Who are we going to redirect to Redirect to our Oran This is a class Let's change the name Take a look His previous name was ipay correct What can we change it to We will ipay

correct our name orange Orient correct Orient Animation good It's very similar to what we learned from directional animation You'll find out after the object has passed There's more on this side A few One is standby, one is run and one is work good

So let's see how do we modify this animation puzzle There is a knowledge involved here Let's find animation The animation is this button What about the previous animation Like, for example, rap is problematic And then there's the problem of running Walking is also problematic Look, there's something wrong with this hand How to modify Change it to a new rap Change to a new rap

This involves a knowledge called hybrid space So let's click on this idle round right here This one, d I'll talk more about this mixed space later What about this place? Let's fix it first Actually mixing space is putting us on standby And when does this one walk and when does this one run According to which It's based on this speed, right What about speed? We control it in the hard graph

So, uh, we'll break it down later In standby mode, we'll change it to the new idol Let's do this new idol And then walk.

Let's change to a new walk Notice it's the underlined work And then the running, the new running Switch to new running Okay, here we go. Hold shift and Preview Look at this time Then his hand would be normal Let's save that Let's do some variation here and save it Ok, let's hit run again You can see his hand is working fine The hand is now normal The running hand is normal Okay, but jump

As long as there's a little bit of a problem with the jump What about us?

You could jump it in the same way Let's turn it around Well, we'll delete the old ones This item can be deleted Running brown can be deleted There's a jump. There's a loop. There's a loop And then jump stop. There's a jump stop You can do it the same way You have to replace these three

So after we add the animation Let's take a closer look Something called an event What is an event We're in the blueprints of this one guy On the right there is something called the Event chart If you don't see this event diagram Like if you turned it off by accident You can double click through this chart on the left Event chart We were we were in the introductory course

Well, there's already an event Let's say the character triggered The character set off the combination touch Can trigger this uh particle system fire The flame appears in this event All right, here you can see our characters There are many, many events For example, the input of this handle

Mouse input This wiggle of the mouse And then there's the space bar To trigger the jump event Like this side Go forward, go back, go left, go right It's all about events It's all about events And then the event is followed by this event What's going to happen So what Let's take a look at a special event What special event It's called let's right click in the blank, right click

It's in the blueprint editor Enter a begin This is called event start running Ok, so what is this event This event is our character The moment I was born Like the moment you hit Run Your character appears He would have carried it out We can try it out. What is it Let's drag a wire back here and let's call it print

Print string Ok, so this is a very useful function We call these blue nodes functions Or this way He would do something Let's say that this method is this function Just print the payment string onto the screen What to print hello, let's switch Let's write this Orien Be born We lose and lose on the screen Output one such thing orange was born

Ok, so let's save and compile and have a look When we run You'll find this This is the place where orange was born The formal time is relatively short Let's make it a little bit longer Take this duration It lasts about five seconds And then we hit Run again You will see this place and Orien will make a sound Ah, it's going to come out on this screen

Five seconds. All right.

Five seconds. All right.

This is the start run event As soon as you start running Or is or is our character appearing in Appear in this role Inside the scene He will execute the event And then the content of the event It just prints a string to the screen Orian was born This is the one we normally use to debug It's used to debug when you're looking for problems This print caption is very, very useful

Okay, so we're going to run it One problem is that the mouse can hide The mouse will not see sometimes We're going to have to make this mouse display Like what button do we need to click Click on items and so on How do you display the mouse we We came to the blueprint of this character this place After the event starts running Let's add one thing What do I add

Add one Called repair mouse kowtow Show the mouse icon ah Display the cursor of the mouse Good setup Check it off Just as soon as we show up Our mouse will show it But what should that goal be It's called the player controller Okay, so how do we get to this place

The player controller controls the keyboard and mouse Screens and all that Let's right-click on the blank space Acquire the player controller Acquire the player controller Or you can search for get player Controller in English Give the player, player Zero, his controller How about this?

We can display the mouse cursor All right, you can see that Now the mouse cursor is free to move It can also be used for clicking And so on or pick up items and so on All right, so we finished what we started Uh, this incident started with this incident on wechat I wonder if we could do something like this Put a box around it So here's the explanation It's the beginning event

For example, it's touching Pro Then jump It's pretty clear what's going on Let's say we put it like this You can see it clearly What is each piece used for And this is what we call fixation How to look at it First you frame the parts you need to focus on And then hit c on the c keyboard It's going to pop up and this gaze is going to frame it for you

At this point we can type in the start world Start the world Okay, so we can do the same thing up here and we're going to This one right here. Frame it

This step is very, very important If you think about it When we have more and more things More and more often If you're not watching You will find that your area will be very messy You can't tell what's what So you have to stare You have to do it Let's look at a special event It's called tick Let's right-click in the blank space and type T, I, C, K Event take

This one event What it does is you can see every frame Called event What do you mean per frame All the time Every time you swipe a new frame It's going to execute So it's from the beginning to the end An event that is performed all the time Let's take a look. First of all Let's let it print out What is the output Output one

data seconds is the number of seconds in which it changes Let's just free it up and let it input this thing Print a string of letters Input and output this data seconds Let's see what comes out, huh Let's hit run And then at this point you'll find the left-hand side It's always there This number output Because of this this event take this event all the time Every single frame he would

executing In addition, he records a number of seconds for each frame The number of seconds separated from the previous frame I wonder if I can pass this value To figure out my character How many seconds are born To keep track of the place We hit something for the first time What is it called?

Variable We need to create a variable To keep track of how many seconds our characters were born What do I mean by variable We know there are constants like the number 123 Or a string of letters a, b, and c Or your name This is what we call a constant It's not going to change Variable cloth Just will It changes throughout the game Like how many seconds a character like ours was born

It's a changing value, right That's why we call it a variable Ok, so let's add a variable here And then there's this one called life second Life seconds How many seconds did it gain How many seconds are gained other This one is called type The type of variable we're going to click on There are many types of variables Look at Burz Byte integer Floating point number

Floating point numbers are decimals and have string text names And then you have vectors All right. Now?

All right. Now?

What can we see here This is a floating point number So let's create something called a floating-point number How many seconds does it live It could be 0.1 seconds or 0.01 seconds So we can drag it out Drag it out and set it Let's look at something. How did I get here life second This number plus I want you to check this situation and add it

Plus life seconds This number of seconds plus how many seconds I have now And then the output is good Giving this land equals copying it to him and setting it to him And then we use the print string To output Okay, let's go through this code You can tell how many seconds you've lived Let's make it up and save it and try it out Can see

The number is constantly increasing Six seconds, seven seconds, eight seconds Nine seconds, ten seconds Well, that's the way it works To print out our seconds Mainly understand the first three changes in seconds It's this frame and the last frame that I'm in this moment How long does it take to change

And then you add life second to it And then copy it to him and set it to him Okay, this is a place that you really understand The first part of your operation To take his life Let's look at another event next Adds a mouse input event Well, it's the same thing with this event ticket Let's look at it

It's called a tick event What kind of mouse input time I want to go through the roller of this mouse This roller in the middle of the roller is going to do it The camera The front and back of this spring arm of our camera Take a look How do you implement this thing First of all The mouse roller is called VU

And then there's the mouse event mouse Roller shaft Ok, so we can get this one The roller shaft thing The event of the roller shaft Let's look at the spring arm first I want to control which value I want to control the length of the target arm So we can pull the spring arm out

And then get his one what The length of one of his target coins We find the length of the target coin Set the target on this place This is the length of his target coin There is no translation but this place is translated again How do you set that up It's just by this value The assess is whether I am rolling forward or back

I can take this target b length right now Get the current length of target b Current length To add Ah, let's put the plus on the bottom and this one on the top Ah, it's the same before and after To add what word to add this word I'm going to add this value to this value If it's a negative number it's subtracting right

If it's a positive number it's plus So target b length plus this value I can stretch the length of object b Okay, but because it's a small word It's a small word so let's see Can the word is not very small Let's print it out So the word Compile and save Let's run it When I roll forward Let's get rid of the first one for now Let's get rid of this one for now

I just recorded this life second Let's hit run Can see When I go ahead You can see it's a small value, right If you roll back Minus 2 minus 3 So Every time he rolls Every time I roll It moves very little So One of the things we need to do is take it The value of phi goes up Let's make this ass bigger We get bigger We are very simple Times a number, right

Let's multiply it by a 10 He's expanded by a factor of 10 And then add this length to the face We can get here really fast Changed the length of the object b You can see I'm rolling forward now But he's going backwards If he rolls back, he goes further So this is not what I need to get Right? This is upside down. What do we do

Right? This is upside down. What do we do I wonder if we can multiply by one Negative number right We just multiply it by minus 10 and it goes the other way So let's hit run again Well, here it is We can roll back and roll back Roll back and forward Roll on, roll on All right. What about us?

All right. What about us?

It can already be done This roller controls this target b length Let's zoom in on this view But here's the thing Now the problem is that I don't I don't want to roll on like this without limit How do you limit it Okay, so we're going to have to do some constraints We can't let him roll without limit So let's Ctrl plus one in here

First things first I noticed this camera was still swinging It will be better So let's get it back together Offset and reset the target of this spring arm And then the rotation of this camera Let's do some restoration Let's go back to where we started So let's run it again That's a good view We're a little more normal It will be a little more normal before and after

Well, how do you limit it Let's go back inside the blueprints and test the chart So this is the value that we're printing out here Give the length of the target coin Let him have a maximum or a minimum Let's say our minimum is closest So that's 300 And then the farthest distance let's say it's 1,500 All right, let's try this 1,500 Look at o is not OK

All right, so that means he's somewhere between 300 and 1,500 What should we pick up at the back There's a function called clamp clamp Limit a floating point number. Limit a floating point number Look at this place there's a limit floating point And then we connect again There's a minimum here And the minimum, let's say 300

The maximum we're going to do is 1,500 In this way we The value will be printed from between 300 and 1,500 So let's compile it Save it and look at it again Now I roll forward and he doesn't move But roll back He couldn't roll when he got to this place I can't roll anymore Roll forward When I roll to this I can't roll at 300 anymore

Well, that limits it What we use is called restricted floating point My input was clam CLAMP To restrict Ok, so let's save the variation Let's look at this figure again The little white man We inherited some of this one event from the little white man Where did these events come from For example, what's the input axis? look up turn Then enter operation jump

The input axis goes forward and then goes right and so on Where did these come from Where is it set We can edit it Then the item Settings inside Find this input There's an input here Can be found In our operation map Take what we just saw It's actually mapped to this position For example jump

You can press the space bar to jump You can also use a handle You can also use Daydream You can also use VIB's VR device Then what?

You can also use WS for front and back a and d are left and right You can see this scaling of it w is going forward so 1S is going back So it's minus 1 And then the same a goes to the right and what is that a is going to the left and he's going to be negative It's negative to the left The first is To the right and to the right

So what happened back there through This is the place to map Like turning Rotate the X-axis to the left and the right And then there's this handle To the left to the right and so on upward Look up. Look up

Look up. Look up look up is the Y-axis of the mouse and it moves like that And the X-axis is going to move like this and move like this and so on These events are all in It's defined in our input Let's say our characters need to add some New skills You know, super jumps and magic shots and all that We could all be in this place You can all come here

Add this action map Once the operations are mapped We'll talk more about that good So we know how to add an operation map, right And then we're going to add a skill The name of this skill is Super Jump super call super call The shortcut keys Its first one is fast It does this by pressing the space bar And then add a shift shift + space bar

It triggers a super jump Super Jump This skill Okay, so what happens when we type in super jump Back to the blueprint Go back to the character's blueprint and right-click Let's add super jump, super jump How does this super project trigger That's shift on the space bar So let's first look at how does a normal jump work The ordinary jump is the jump of the direct character

There is a function that directly jumps and stops jumps When it's pressed down, it's a jump When you release it, you stop jumping So let's copy and paste that Pasted over Jump when you press it Stop jumping when you release it But super jumps are definitely different from normal jumps Remember the one we talked about before It's called character movement

The character from the beginning is moving inside We can set the gravity You can set the speed of his walk You can also set his jump z speed Jump z velocity Actually our super jump I'm going to make this jump z faster Is that right? So

Move the character out The one that sets it directly is called jump z speed jump z velocity When you press it When I press it, it jumps at 800 And then we jump Release after jumping Release this button What do we call stop jump

But you still need to get that speed back up Or you don't get better He will I've been on this jump this high And when it's restored, it's 420 The original values were 420 and 800 But this 800 Well, let's try 800 first and see how it jumps Is it high enough?

Good preservation Wait a minute run Can see shift can jump very high in the space Jump high This super jump is pretty strong good Give it a look Press the 11 button It's called a skill Super jump Super jump OK we've finished the first skill But there's a little problem with this skill There is one problem

Since he's a skill, we can't This kind of release is endless It's gonna be too easy There's supposed to be a what It's called the cooldown time Just how many seconds before you release it You also need to deduct your mana Maybe it was worth it Let's see how do we do that First of all Achieve this cooling

All right, let's take a look at the super jump How does this cooldown add up First we need to add a variable This variable is called the cooling time is called CO It's called code down super jump super jump Cooling time super jump Cooldown time It's a floating point number It's a floating point number

So we can click Save when we're done Set to set The cooldown time of this super jump is You can only jump once in three seconds You can jump once in three seconds Ok, and then I'm going to add something to this One more thing is Ah, first of all, let's add a plus a plus what is it "press" followed by "do" once

What does it mean to do once That is, output only when the node is first hit So I can put it over here. Put it over here To do once is to only do it once and only trigger it once Unless there is a reset connected to this place That is to say After we implement this thing You can't do it after one

Unless you wait three seconds Do a reset This thing can be executed again good Let's do one and see what happens, huh Let's just add one to do one Now after one super jump I can't do it anymore Because he can only do it once Unless there's a reset here, too So here we are

Add an event called at custom Add a custom event You can type Chinese What do you call him It's called super jump super jump RESET super jump Resets the super jump Yeah, connect it to this position Reset of the super hop good

And then after this we add something called a class d delay How many seconds of delay Delay this time right wrong cold down cold down super jump The conjunction is actually 3 seconds later The super jump is RESET The RESET of super jump is connected to this place This is where the RESET is executed All right, let's take a look at this thing

Mainly delay After 3 seconds, a reset is performed Perform a reset All right, let's hit run Now jump once Okay, we can't jump now You can jump again in three seconds And now you can't jump In three seconds you're ready to jump again Well, then we've got one The cooldown time is for this button Three seconds after the super jump We can take this one time

It shows up on our UI We'll talk about UI later Now we're going to talk a little bit more about UI at the end Let's see How to This Super Jump ability adds a bit of sound effect And this special effect Well, I asked you to download this package FX variety pack Yeah, we've recommended it before Have recommended Go to the Unreal Mall You can download this special effects pack for free

Inside it we can take a look Open a special effects pack Open this folder You can see there are a lot of particles inside Special effects of particles There are all kinds of particle effects So let's go ahead and see good It can be used directly or commercially It can also be used commercially with no problem good After the chestnut bag you choose a voice Choose a sound

What about this? I found a voice Find a voice like that Find a sound like this Of course these sounds You can also look on the Internet Or is it?

You can also take one of my other classes It's called this sound Sound design You can design the sounds yourself Okay, so let's import the sound into this It's been imported into this It was called FX super jump All right, let's get the sound in Ah, we talked about that earlier in the course But this It's a little too long. It's a little too long You see if you can put it

OK, hold on for a while So let's just add it in first How to add a sound effect And a special effect After this jump The jump is followed by a sound effect Let's add a node to the head It's called playing sound effects Low then select this super award Choose this super jump When you jump like this We could have special effects right now

Let's hit Run to jump through the effects Ah, super jump You can see a voice coming out A voice will come out And then add another one and this one How do you do special effects Well, because the sound is a little delayed We can take this Play the sound in front of this Let's make this sound a little bit more timely good

Play the sound and start jumping and then you're done We were just before we jumped Start adding an example, too In this place it's called attach What do we attach to it called Build system and attach OK, this is Negra But this one of us, um Let's change a node, let's change a node called attach

Let's find an effect to build a particle system Then the deep emitter has been attached Let's use this one Okay, this is bigger. This is bigger Let's expand it out a little bit Don't Try not to crowd so you can't see clearly The bottom one is the jump jump And then the one after this is the first one to set the speed of the jump

And then you play a sound effect and bang that sound and add A special effect starts jumping at the end How about a special effect Let's just take a look If you download this package later um Let's see which one fits I didn't try this place either Well, look at that.

well Why don't we try this out and see how it goes What would it feel like to jump In addition this deep emitter is attached It's a deep system of particles Attach to something Attached to our bodies On top of the body we so we take the body off The grid problem is the body of our character attach to component. Attach to component

There's a attach point name down there You attach it to a point in the bone Let's say our right hand goes on our left hand You can type it in here Now our Just attach it to your body for now And then this self-destructs to open Okay, you can keep it cheap Point run jump You can see a little bit of a flash. Can't jump now Give me a twinkle Let's scale it up a little bit

And jumping allows you to jump while you're at it There's a footstep there's a special effect there's a special effect Which special effect is good?

How about this?

We're gonna jump for this super A sound effect and a special effect were added All right, so let's see how do we do multiple jumps Now this character can only make one jump We can't keep jumping in the air Is multi-jump usually in many games or I think we could use it It's very simple to use Ah, in our one Ah correct.

Let's get into the blueprints Click directly on our main correct point Because this is a hard one to draw What is the burden that it inherits What about the role It already contains one It's called maximum jump The quantity is the variable You just need to set this variable Let's say we have a 2 I'm ready for two tunes Let's try it out

All right, we can go straight to the double jump Of course this place can have three or four sections But in general This multi-jump he's a special skill You need to learn Like upgrading your skills Or from someone else Or did the channel find something You have the skill of this multi-jump well So what are we going to demonstrate here Show me how to pick something up

To do this It went from one jump to two jumps good Let's see how do we implement this skill stone When you pick up this stone You can make it happen How many jumps does it take to think that this one stone has a skill It has this particular purpose You should know right away if it's a blueprint So we found Orient blueprints Let's create our rock in this one

Right - click blueprint class OK We've created this multiple times Choose ah let's do another one called BP Well, this upgrade power up But what upgrades It's called jump jump Good jump upgrade Double click in It must first have the shape of a stone So let's give it one This static grid

And then what? He needs to trigger So we give him a trigger We're going to use a sphere touch here The ball touches well First, let's pick a rock Pick a rock We can take a look at this, um Orion In this learning kids I had the impression there were stone sets pops pop UPS good

We can use this rock right here Repeat its name Let's do it and then we'll do it over here We choose to choose it That's a good idea. I hit F2 Pressed f Press F2 and you can do this And then Ctrl + c All right, after you pick this rock Oh, it's up there at this time Let's make this sphere a little bit bigger And then the rock goes over here So that when we

After the characters into the box inside Upgrade on So let's see how do we do that The old way down gradually began to overlap All right, we're all familiar with this I've played it many times before Okay, how about getting the character to level up First you have to get the characters What's your name Acquire the player character I want to get the player

And then all the player-related stuff comes out Get the player character And then let his uh jump make Set the maximum number of jumps it can jump I also use the jump here jump Max count Maximum number of jumps The number of jumps is set to 2 Set it to 2 How about this?

It can pick it up Then we can upgrade Let's try it first of all Save the variation And put a blueprint on this rock, a blueprint Lay out this stone and put it Put it in this position Put it in this position When we hit run Okay, I can double jump now Okay, but when I picked up this rock He did not disappear Technically, when we picked him up

He should disappear Is that right? How do you do that You just have to add something to it called destroy act of destruction Just destroy the act All right, let's try it again It's only gonna be one jump Only one jump at first And then what? When I picked up the rock I can do double jumps right now. Double jumps

Of course, you can also add some sound effects to it Add some particle effects A particle effect in the form of food music Just add it all to the end Add it to this one And then destroy it at the end Destroy it at the end good Let's take a look at what this rock has in it And then one of you said It's just whether we can float him We can do that now

Let the rock float up and down But I have to learn two new things Let's go inside this blueprint The blueprints for the stone What can I get you It's called timeline Add a timeline What is a timeline He can Output a value for a fixed period of time What do you mean?

Let's just use it Change the experimenter's name Let's call it "floating.

Float double tap in All right, you can see it again The timeline can output several values The first outputs the floating point number And then the output vector, the output vector is just three values x, y, and z And then you can also output the event output color Let's do a floating-point number first Let's do a floating-point decimal and give it a name The word that we output is called Afa And then you can see

So at this point we have this coordinate system down here We add a key pin I'm gonna add another keypin and I'm gonna add another keypin Oh, you don't worry. What does that mean We'll explain it after we've done it The first point we're at 0 seconds is 0 And then slowly one second later So he becomes 1 And then the third point 2 seconds later he's going to be 0 again

It's better for us I'm going to form a value that looks like this It goes from 0 to 1 and from 1 to 0 And then the duration goes up to 2 seconds Two seconds. So

Two seconds. So by What's going to happen to this value It's going to be 0100.1020 And you see the value he's going to change slowly and slowly like that All the way to 1 And then slowly, slowly lower, lower, lower Lower well So this is what the timeline does Let's open this loop Why? Because we're going to float

Why? Because we're going to float The origin goes up and goes up and goes down Okay, so let's make it loop And let it play automatically The constant starts floating automatically What does it mean to use the last key Make it end to end It can be put together from end to end That's a timeline like that You understand it first and you understand it later And then we're going to use this a lot

It's better than that We have an extra afa in this place This alpha let's hold off and float him Let's show him first Let's print this string first Let's see, what does this alpha value output And then hit run And you can see that the value goes from 0 to 1 Then it goes to 1 and then it goes to 0 See?

It's constantly bobbing up and down, right So this is the timeline that does the trick It keeps printing out this value Well what do I do with this value Control the relative position of my stones So what about us?

Set the relative position of the stone All right, so this position 31 axes is one axis when it floats What about this Z1 axis from 0 to 30 and 30 to 00 to 30 But then we have 30 to 0 But what we have here is output 0 to 1 I'll teach you another thing called joy What is the difference We control it from 0 to 1

Zero to one is essentially what goes from zero to 100%, right To control these two values when I'm 0 This value is the a value What happens when I become one? This is going to be b value Let's make it 30 So he would export it One of these terms is 0 000 all the way up to 0030 And then 0030 comes back slowly and slowly

000 because this one has this value to control it It's controlled by this value Well this is the difference The difference and the timeline We'll have a lot later Yeah, that's why you're here First you you can more Try it a little bit and then you don't get it There are plenty of opportunities to understand after that All right, let's run it again and look at this rock Okay, you can see the rock

It's fluttering up and down He was floating up and down The range is 30 All right, so this is to float this rock Ok, let's add one more skill What about this skill? I hope so Press one of 123 on the keyboard to trigger Skill number one Then he was able to move the figure forward Ah, move your hand And then the hand part To release the firefly

Ah this is not an aggressive ah this What this skill does is Well, light up the space We can start with this character Put it in our house Because I need a black space We put the characters in this house Okay, just put it here Ok, so how do we implement this

We always edit our project Settings And then input Ah, in this place let's add a new one Operation mapping What do I call it I call it the skill Ah skills skill Well, skill 01 Ah though I We can release fireflies But I don't call him releasing fireflies I'm the one who called it this One skill one

Because of our 1234 can assign a variety of different skills, right And then his keyboard The one key ah, the one key can release Okay, and then we go to the prep animation So let's get an animation Just said When we figure out uh The trigger is to reach forward We can look at it It's in one of our Make-believe game packs learning k Games as a asset

correctors correct that there's an animation in there There's some animation in this one We can find an animation here Let's see which one fits Well, we see one of these here interactor crick What he does is he pushes his hand forward Give it a push forward But what Now this animation is bound to this little one How do we bond to our main character

And we've actually talked about this before Right click From oriented animation assets Then and will Choose our Orient, our character Then change the name again and make Epic correct To Orient, to our Orient And then save it to us orien correct subprotagonist The animation under our protagonist

Okay, so this is something that we've talked about before From orientation to this animation After the orientation Our protagonist Ah, there's an animation Let's look for it. Where is it Ah, good here You can see there's an asterisk And this asterisk means it's not saved Let's click on this file again You can save it by pressing Ctrl + s And then we'll take a look at our blueprints

It's gonna show up It will automatically m appears to select the animation You're going to get that one Uh, interact crack Use this to release magic Use this to release magic But how to use it We need To modify this animation puzzle But before changing the animation hard picture ah Let's get the firefly example right

Let's see how do we do this example So how do we do this example We use the Niagara system So we found this in our example folder um FX To create a Point empty space point right click FX Naragra system good Example system I have a class for this You can see this place alone Well, I'm just going to let me make it a little bit easier Uh,

First, choose this new system from the transmitter Let's pick one called the norm range or mini directional burst He was able to fire off a bunch of examples Use this.

Use this as a template to create To find a name It's called the fireflies The fireflies Can see Now snap away a bunch of them Yeah, and then it goes down And the reason why it's falling down is because of the Gravity force The gravity let's get rid of the gravity You can see the snap It's spreading out in all directions now Spread out

And then this one I don't have to go this far It's at the velocity from point A Put a force on it Let's make this a little bit smaller and get to this 50 minus 100 You can see that Out of the way So when our hand comes out this example gets out of the way Let's change this example again Well, how do you change it Let me see First, let him live a little longer

In this initialize particle The basic information of the example There is a lifetime Its life cycle let's get it down to 8 or 10 seconds 8-10 seconds And then the size, let's change the size The size is right here Well, it's called random uniform You can have two values that have a range Both large and small We're going to make it 0.5-1

Okay, so that's a smaller example A little smaller But it's so neat now This example is too neat What can we add Add one called curnois It's called a curling noise field and it's a directional field After this is added Let's click on this to fix the problem Add in He would start walking around at random Can see

Let's make this force a little bit bigger and make it 200 Give it a try Try it first OK, here it is He'll feel more like a firefly He was flying free, flying free And we put this drag underneath him What does "drag" mean He is also a force But this force is dragging It's gonna slow this thing down To make it bigger You can see this time

The speed at which this thing is flying is going to slow down So let's do a rough example of this Yeah because I just said Our firefly can light up everything Right? Now this example doesn't glow

Right? Now this example doesn't glow First let's get him to shine a little bit Let's scale color this place right here RGB values of RGB Let's make it a little bit more blue up to 5 You can see a little bit of blue A little bit of blue The other thing is to render this place here What do we add It's called a light renderer

The light renderer is that it shines Can light you up Have a good environment When we add this light renderer At this radius The radius scales this place How far it can shine The variation is going to be about 200 Add a little bit of color Add a little bit of color I wish he was this one with a little bit of blue Blue light All right, that's it

We created this example This example We'll do that by pressing a key on the keyboard Be able to release But I'll try it first This chestnut doesn't look good in this Put it in this black place Well, this example is a little bit too big Well, let's try it again Well, for this particle The brightness might be too hard Too hard blue a little too much

Let's lower the blue a little bit In this light renderer Because blue has 10 pairs So let's make it 1.2 Because there's a little bit of blue A little bit of blue And then the size of this particle let's see That's a sky SPY size Let's get rid of his big boy Not his size Well, you can still get close No problem, it's the same size OK classic

Let's get rid of that as well That makes the particle very small The particles are smaller So what We need a little more in quantity The quantity is here sprout on brist in Instant reality Yeah So let's just add this count to this 2,000 You can see it.

This this is a little bit large 300 All right, let's try this 300 feeling Can be seen Now this particle is very small Very small. Yeah.

Very small. Yeah.

Let him do it again Click on a random thing Okay, so this is a good example Ok, so let's take the example a little bit A little bit bigger Make it a little bit bigger.8-1.6

1.6 Size Well, that's about it What about this one? We can do it later Use it to unleash this skill to light up the scene So let's delete it again All right, let's move on to the animation blueprint We talked about animation blueprints a little bit earlier What does an animation blueprint do What kind of animation does the character use when

And then how should the animation be released Ah, a blueprint Okay, so how do we open it Get inside the character's blueprint Ctrl + 1 Yeah Then select the mesh body Double click on this bone I can go into this part You can see the first part It's one of our bones And then the second part of the skeleton is this cell number And then the third one is animation, animation

We saw that interact crick was introduced before This was imported before last A wave like this I hope when my keyboard hits one When the number is one There was a wave of the hand Then release the firefly So how do I do this one Okay, this part needs to be listened to carefully We're on to stage four

We've just skimmed the first three The fourth link The left side of this segment Just a little bit of the basics of this one And we see that there's a variable here The variable b is how fast we're running And then SNL is just uh Whether he was in the air Whether he is in the air means he is jumping up We are to the left of this place Choose to have an animation chart

Let's expand it out And then you have an enemy graph Let's expand this out as well Find defrout I'm going to find a graph that looks like this These are the various states of the character Physical state is standby or running If you press the space bar you enter this jump After jumping up in the air In the air and then jump to the end And then it goes back to this standby state

So what does our animation puzzle do It's just taking these different states Let's put it together When should I do something Let's say we're about to release fireflies So he's in a new state Let's right-click Add a shape state to the blank space What about this state let's call it Double click in. Let me start over Get a name What's it called? It's called fly

fireflies I can't hear you right. It's a little file flies Firefly state We call it the firefly state Put it in this place Which one is it from Which situation can enter the firefly state From standby or running mode Jump is not You can't get in when you jump And of course you can be in this state To add this

You can also release fireflies by jumping in the air But what Let's not finish that complicated one for now Finish the first one in Only in standby or running mode To be able to enter the firefly And then the firefly state can go back to this Ah running condition Notice I pulled an arrow off the side I dragged an arrow So you have two arrows Into the From running to casting magic and from casting magic to

Return to the standby state Okay, so we're done with this thing And then we expand this part You can see that there are three more things in the ground One is firefly state and the other is rule Two rules The two rules are the entry rule and the backout rule Let's start with this firefly That's what firefly state does Just play the one we just had called quick interact

quick Is the animation we just imported correct Let's connect it Firefly state has this animation There's this animation Additional rules from How do you get from running state to this one Uh firefly state Release we add a variable Add a variable The name of this variable is s file fine Whether it is being released

Firefly Whether fireflies are being released That's the one word we'll use: Burz Boortz is either yes or no What about us if this state is yes, yes, yes He'll go into firefly mode And then when is it one From firefly It's back to this running state Because of this value he not

not a Boolean He's not releasing any more So there only needs to be one of these variables So this one is file flying this variable A Boolean variable to control What state am I in right now If this value is true He went from running to this firefly Release fireflies If it's false

You see not it's not it's not fireflying. It's not it's not fireflying No words have not been released Well, just stop. Just stop

Okay, so this is our first experience with this animation It's a little bit hard to figure out And this place means try it a little bit more And there's also this partial state good And after this is done We can edit it That's a skill we have The preparatory work is done How do you write good skills

Let's just turn off the animation It's off for now How does it fit into our character blueprint You can see the characters Let's look at this Once in the character blueprint to write skills First of all Let's do a preparation Just take the one that we just wrote Animation, animation, hard picture, get it out Where should I take it out first We learned one before we started

It's called event running Right here Event start run We showed the mouse cursor earlier Let me add one more thing after that Is to animate our blueprint We have a grid our Grid body this part of the animation is difficult to get out get Anime Gain animation power ah

Put this Google grid body to this animation power ah Take out Take it out and cast it It's called Orien NBP If you remember That's the name we gave him Orien's animation blueprint Convert it into this animated blueprint good After the conversion, use a variable to save it Promoted to variable

Give it a name Orient Anime Anime BP After giving it a name like that We can use it whenever we want Because it's the only one For the one we just met is Flying is fireflying that variable All right, once we get this place out Let's go down to the bottom and find an empty space Right click Well, what's the name of this skill Uh-oh skill

skill 01 Good skill 01 What magic does it release Just release this one The moment you press it, press it And then the moment it clicked We're going to animate this hard graph the is fly oh it's fire flying Set it to true Set to true

Let's see let's not rush into this now Let's take a look If it's true, it will How's that We press a button If you can see him, he won't stop Because that value becomes true So he would keep reaching forward What's actually left after you reach out Let go of that example we just had How do we release that example The release here is called spang attach

Find the generative system attached Notice Niagara on top What if it's a particle system It's the old one we use We just used Niagara I made this particle system So the build system is attached Good to attach to our Is it right in people Attached to our grid problem Drag out a grid problem Attached to the attach to component Okay, this place has a attach point name

That's the name of this skeletal grid Let's go inside the skeleton and take a look Take a look inside this skeleton I want to attach it to his right hand His right hand and his right hand Let's look for the hand It's a hell of a left hand All right, let's find this hand right here In this. Yeah.

In this. Yeah.

Ah, hand right here We want to attach it to his right hand So all we have to do is put the name Just go in and put it in Do a hand like this Little yellow lines ahh He's going to attach to this but We're in the back What will turn it into No becomes no Did he just stop having an animation for what

But then there's a problem Let's take a look at what the problem is When we trigger When I press one Press one Yeah, there's no reaction.

Let's see why Oh, I forgot about this place Not yet in this place Choose the one we just had We just did The system of particles And then I'll write another one Let's get this out of destroy Turn this on, too All right, let's try again And you can see now that animation is not coming out because This one is executed very, very quickly Start this animation Release this example

And then immediately what It stops the process Because computers are very, very fast It was gone in a flash So what do we need to do We need to add a delay here Is that right?

The delay is about 0.8 seconds It may not be the right time to try Release the animation after 0.8 seconds And then I'm going to turn this off Now try again Can see There's a slight delay in releasing particles There is a slight delay Let's go inside this door release release release

good The delay is a bit long So let's change it to 0.6 seconds and try it 0.6 s Then press one Click one speed That's about the right speed good You know what? We can give him a sound effect Add a sound effect After releasing this one, add a sound effect pleasant Find another voice

Let's see what sounds good I'm sure the front isn't quite right Well, let's use this one for now We're going to use this for now good That's it We've just done one of these releasing fireflies Unleash one of this abilities on Fireflies All right, let's move on to skill number two And this skill I think is called this mirror-image force What is the mirror image force

It's because some central point is pointing outward It gives off a force I've got four balls here And it turns on the analog physics As I unleash this magic when I'm gonna bounce all four of these balls off like four sides In what we call the competing force image For example, magic has a critical strike like Olympiad Or maybe it's an explosion This is usually done in this way So how do we do that

The fast front is Well, let's set the input edit item Set this input inside Let's add a second skill Second ability skill and then it keys this one 2 ah button type is 2 Ok, and then I'll prepare the animation What about the animation? I want one of these crouching down When we hit this floor

The floor then shoots out a spark The flames spread out in all directions Well, look for this animation Animation learning kid game understood We're still looking in this one There's a crouching one in here. This one

coach OK The crouching one We're going to take the crouching animation and go through it It's the same as the firefly we just had Slave oriented animation Right click to copy animation from directional animation Choose our Oran skeleton Let's replace this Epic correct And then we switch to Orion Put it in our animation directory

So let me reset it at OK Okay, very, very simple We've done this multiple times Well find this crunch Okay, here's the one. Here's the one. Let's go to or Go inside this animated blueprint So let's do the same thing Just like we just set up the firefly Let's add a new state And the name of that state is this mirror image force Rachel

force Okay, but you don't have to give me that name Because I'm using this mirror image force Is more convenient to explain He is a mirror image of the force of magic like spread all around but Yeah the name of the magic is kind of ugly All right. And then what?

All right. And then what?

Connect it, connect it From this standby state into the Golden Lance Power magic And then quit Double click in Which magic are we going to play Which animation do we play I'm going to play this play Oreon crouch Ah, this crouching animation And then you put it in two states

Go from standby to The state of releasing magic Let's add a boss It's called is racial force Ah is it unleashing the power race magic Okay, exactly the same way And the release is this And then return with a knot knot plus a knot All right. How about this?

All right. How about this?

It's exactly the same as the firefly we just saw Very, very simple to save This side is done Prepared input And then we prepared this animation blueprint After adding the animation Let's look at the skills and how do we do that Go to the character's blueprint and press Ctrl + 1 on the character skill 02 is the same as Skill 02 skill 02 Put it in this position and zoom in What shall we do first

Do you remember when we were in this super What a place to jump We used a do one What does this do one do Be used for Ah for this cooling So our fireflies aren't cooling down Because he is not an attack magic We can just keep him from cooling down Okay, this one we need a cooling So what Let's add the cooling from the beginning to do once What do you call one more

Add one called air custom Add a custom event Get a name Ah, press F2 to change the name racial force The reset of the mirror force And then we can reset through this Okay, I can't go any further back But we can start with this one I'm going to add the variable of cooling time

Before, we added a super jump CD I changed the name to CD in q Let's add the same thing No So this floating point let's call it racial force CD This is a place where I really jump I've categorized this variable I have this category so let's see how I do it. Okay

So let's click on this variable I have something over here called a category Call it skill This variable is specifically for skill Then what?

All right, I made a vertical line This vertical bar is the key above enter shift and enter the key above Then add a racial force See if that's what it looks like I'll be able to put this variable into this category Because we could have multiple variables for this skill If you do this, the points will be clearer Relatively clear good I talked a little bit about cooling And how do we release the magic

First of all We want this blueprint to play animation, right Drag out our old Orient Anime BP There IS a new IS racial force When he's a q This animation is going to play So we can release one when we're down Ok, what's a demonstration of something This place mirrors the force Let's see how do we add it

There's an addition in our area We found something called the mirror force component Go down, go down, go down there's a mirror force component The mirror force main line is what Release a force all around, all around Just push everything out of the way Calais added to it Shoot it a little bit wider in radius to make it white In addition, the impact impulse strength does not change

Strength of force Let's make it a larger value Say half a million A larger value All right. And there's an automatic activation on the way down

All right. And there's an automatic activation on the way down Let's turn it off Because we're trying to use this skill to release Right? He can't turn it on automatically but what

Right? He can't turn it on automatically but what Enable it manually So, turn it off and drag it out I want to set it to enable the set active setting to activate Activate it manually Activating it releases a force in all directions Again, let's do some sound effects play one up and play a sound effect Ah, I just prepared a sound effect But this sound effect

You can go there yourself and find the racial force There was this sound And we could add one of these If the particle effect is right Particle effects uh touch Making particles Build emitter attached ah We're not using this additional build emitter here We're going to use this to generate at position. Cool

You can see that there is a system of particles here See?

The particle system generates an emitter at the location Because I want him to grow under my feet So it's not an add-on well It's not attached to my people So what's an example of that Think about it explosion OK, we're going to explode with this, this explosion Treasure. And then what?

Treasure. And then what?

I get the location of my character get act location Get the location of my character But what Let's try it first and see if this position is OK What a bargain let's not finish him off yet Come and have a go That was a good shot But this action is not restored OK, that's normal

Well, let's try again and have a look I'm exaggerating this a little bit Pretty much. Pretty much.

Pretty much. Pretty much.

All right, let's get back to where we started How many seconds does it take to recover d lag? d lag

After a delay of 0.5 seconds After a delay of 0.5 seconds Let's make this mirror image of him cancel out The mirror doesn't work Mirror effect This component failed You also need to disable the animation, right The animation has to be restored Animation restoration In addition Cooling delay our cooling time Cooling time

We use the racial force CD Run this event after cooling down racial force reset racial reset How do you want me to do it I hit an RA and then a reset So it's a very quick way to find this one Just type in a few key words the Okay, this is a long one. It's a long one

So let's go step by step let's try it first Look at o is not OK Take a look You can see the back of these physical balls The cooling time is too short. Let's find it compile No wonder the cooldown is 0 seconds let's make it 1 second 1 second cooling Try again Ah, or stand back That's the force.

Very big feeling this this feeling of the explosion It's too big I can't see anyone Let's do another example Let's just do another example What kind of a location system Let's see how about we take a look at this heat Ah, what about these particle systems I want you to download a FX varietypack planar All right, this one This line This line

But it still feels a little bit bad Let's try another one What is this Be a lightly How about taking a look at this This seems to be This one's pretty much the same You know what? It's up to you I'm going to go back Go back to the explosion explosion This is a little bit more normal Then follow your own preferences With what example

To achieve a competitive explosion Let's try again As if It's a little small.

And it's a little high so let's look at this I want the top of its foot to be under mine How do you put it under your feet You see the particle we're generating at position So let's just disconnect it for the moment Divide it up And then we divide it up x, y, and m don't change The z axis is its height, right or wrong Well, maybe he's six feet tall

Let's subtract this 80 from him Let's subtract 90 Minus 90 You can generate another under your feet I hope that place wasn't Is that echo small, too Let me make it bigger x gets bigger and y gets bigger but z doesn't get bigger Let's see what that looks like, huh So far this is OK This is me through Through this Good thing it blew up on the ground OK

Well, there are other granular subsystems you can try All right, one more fun thing We're in the process of casting a spell Give the ground a shake Give this camera of yours a shake Take a look at this one. How

We found this blueprints blueprints folder Click the blank space Then we select the Blueprint class Find something to shake in English "shake" means to shake We're looking for something called camera vibration Camera shake There's a lot of We chose this one Choose the Martini camera shake This camera is wobbling

After the choice Get a name What is it called CAM camshake Ah camshake It's dedicated to this mirror image Force, mirror force this Okay, double click on it and change it a little bit Let's compile and save well good First of all, the time of this oscillation

Well, let's shoot for a second This is gonna be a little long But for the sake of demonstration let's say one second He was justified in two ways One is the movement of this position One is the right spin We can add a little bit of that There's also an FOV We can all add a little bit of spin Let's add 10 of that 5 The positive amplitude is 5 and the frequency is 10

These are not very Well, not too big Positive amplitude XY that's the right displacement Better mutation save We've made this proper circle And then how do we get there What about applications? Let's go back to us This one of them This place where magic is done, where magic is done find Good particle the back of the particle We're stuck behind the particle

What happens when the particles release the particles Let's just get a camera shake How does the camera vibrate Add a new thing called camera shake shake camera well Martini's camera starts shaking He needs to provide a few things The first one is this camera player The camera manager

We get the player's camera manager To this place And then you pick another vibrating class We just added one right there This camshake is a radio force ratio force Good will do And then let's try again All right, just press it You can see this screen vibrating But this vibrates this time That's way too long

Too long Let's make this time shorter Get inside the vibration So let's do this class Set the vibration to zero Uh, 0.2 seconds Let's try 0.2 seconds again run You can see a little bit of shaking We can also change the frequency of this wobble A little bit faster Go faster It's a little slow right now

Change the frequency to 505050505050 Okay, and then let's see if we can get a little OK, this one This wobble, this frequency Not bad, a little bit A little too much Let's do this again

Ah 50 slow down a little bit. 3030303030

In addition The shaking time can even be as little as 0.1 second A little bit shorter Otherwise you'll get a little dizzy Oh, it's too short 0.2 seconds or Still 0.2 seconds Let's try again Okay, this one should be about the same All right, this is called a camera The shaking of We have some of this comparative power Big magic Can be used in this way Ah, we talked a little bit about angles

A little bit about color We'll talk more about it later Delve into skills, etc And then there's this injury Now let's look at this one A little bit of the scene Get started with what The first thing Uh blocking volume Sometimes you might need to Keep your players out of certain areas You can use something called Create

There's a volume in there Blocking volume And then what this blocking volume does is He can Then you can't get through.

Let's say this boundary To keep your player from falling You can block it. You can block it So do this carefully and we can look over here You can't get past it in this place I can't get through this place When most of the time We still need to use this Static mesh body to block It's a little more natural this way For example, in this scenario So we could have this 3

You're gonna close up the hole You know what? You're blocking the mouth That's when you can't get through Well this mountain you can see actually This is the island The island turned over The floating island turns over into a mountain ah Just to make this 3 look less repetitive You can copy and paste multiple copies And then change the shape a little bit Let's change the size All right, just a little change of form

In this way You can also block your players from entering You don't need him in this place Ok, so this is a simple blocking volume Oh, let's go.

Let's look at another thing Here is an island that hangs in the air I want my character to fall here carelessly If I fall to the bottom of this cliff It can automatically return to the sky Falling into the land again There's a game called the uh This is what happens when humans fail That's the logic Ok, let's see How do you do that You need a blueprint We go inside the blueprints

Create a new blueprint class for our catalog Pro prints actor Well, choice, we call it BP. Yeah

You could call it a z return Or return Return to z OK That's the z-axis if you go really low He can take you home take you home So let's see Once inside, we'll have something called box collection ah fit trigger But the size of the fit trigger Very, very big It has a range we could go for 20,000

Let's make it 20 grand Very big I don't want to write code for a while We're going to throw this combination trigger in here Let's look at coverage Not bad And then put it in a lower place Now on this island We can try to lower it a little bit The lowest island Better put it in this fog Put it in this fog good

What is it when a character implements logic Be our character Overlap with this box Just answer what Go back to a point in the air I go back to a certain point in the air Let's say this point right here, this point right here At this point How do you do that I don't know which one is right So what

We can add another thing called create a Let's open create and put If I put ATM, it will open Look for something called a target point. A target point We can drop a target point and drop it in the air So we can get the target point up ascend Go up a little bit Go up another 10 or 20 Okay, that should be about the height And then we're going to go down from this height

It's very possible to move back to this place So implementing the logic is actually pretty simple now When we trigger the box Teleporting people to this point Teleport to this point This is what we call a talking point We can change the name of the talking point well And then I'm going to add an underscore and then I'm going to add what It's called return return z ah return z. Return Z

return z. Return Z good How do I get the position of that point We can add a variable Add a variable The type of the variable is called the target point Target point And then what? Change the name Let's call that target target point. target point

target point. target point Okay, so let's see how it works Down down down down down Components begin to overlap Start overlapping and let our players First we have to judge The player dropped it here Or something else fell in one of these places When we were overlapping I didn't even make a judgment call Now we have to make a judgment call

How to judge This representation Ah, the box.

And then what does this one mean Who touched the box There's act and then there's the components of act So this is the component And then there's the act itself good We converted it to our player orange correct If the switch works it proves he's a player If the switch fails, he's not a player For us only the players can talent Ah, teleport over there

So what does a successful conversion prove Prove the player Then we can take it We can teleport it to this point Let's see how do we do that set location Set the location of the actor Let's take it Where to put it Take the position of this point and bring it over HMMM get

To get his position Get the position of this point The location of this target point And pass it to him Pass it to him. All right.

Compile and save So we can look at this return z return z the one that just came in This big box down here In this place Let's go in and mutate and save Well, there's one more thing to do That's the point with the eye next to it This is called a janitor Let be the workmate variable What is the workmate variable When we open this eye You can see it from the outside

You can see it if you look outside At this time We can take this point Let's say that's our target point The point at the top Set this to topic point Or z, right It's this point up here All right, let's try that When we fall into this abyss You saw him fall back. He fell back this Yes, of course.

You can still put it Pull that drop down a little bit And then this target point You can also go up a little bit It's not so easy to get spots It's less prone to lesions well Let's look at the top point Pull it up a little bit I'm going to go down at this height It needs to be a little higher And then we have the BP that returns z

You can go down a little bit I can go down a little bit Ok, let's try again at this time When I fall into this Behind the abyss And then it came back Hey it's a good thing this place should have a barrier The volume might be Let's go back to this round dot Ah good.

This is the practice of falling into the abyss And we learned a new thing called Ah Workmate variable and roommate variable All right, let's do one thing I want to do a super on this roof A large fan Let it turn Well, you'd say that's right there Go to another uh 3 zero max or horse to build a mold Well, a lot of things We can create it with these existing models

Like a mountain You only need one or two This mountain can be grouped into countless types of mountains Is that right?

Let's just put them on top of each other And then it gets bigger and smaller So we can use Use some existing methods to build a large fan So how do we do that Create a Blueprint Because we want it to rotate So we need to use the blueprints Good actor BP we have a name for it called this A huge fan.

Large fan You can take a look What kind of material can we use Well, we're in this learning KIDS There are some things you can find in the game Learning Pack Look at The body of the fan can use one of these Let's look at this thing again Okay, we use this thing as a fan Middle part And then I'm going to use this one again

Ah, how about this for the blades of this fan How do you quickly locate where this thing is We can select this item and press Ctrl + b Ctrl + b You'll know right away that he's here And then we can copy it And then I'm going to paste it in here Or is it?

Just drag it in like that Drag in And then there's this other thing Even this is something you can drag in quickly Quick towing Let's take it Make it a little bigger Just lock this up x, y and z are going to get bigger What about this one? Let's make a copy And I'm going to rotate it a little bit And then make another copy Such a rotation Let's make another copy of this rotation good

This is roughly how you make a fan like this How do you get it to spin We have one at this time We need to merge these four things into one And then I'm going to rotate it along this axis What about this time?

We need to put it in the same place This is called scene building Scene building inside There is a way We can add something called scene Build Add this scene build let's give him a name Let's call it fat And then I'm going to drag the four of them in So I just have to rotate fen You see if it's turning, right All four of them walk around one at the same time

So we use scene components You can put some things together to make it One is a component So how do we get him to turn We already have a skill stone The skill stone bobs up and down We used something called a timeline It's the same thing here The Timeline

What about the timeline? We can add something called rotation to it rotation rotation So get in, get in, get in this Let's do this floating point orbital Or let's do what's called a vector orbital this time What about vector orbitals It has three And x, y, and z Actually we're just going to use the z axis Or we could just use the X-axis

Let's just spin it around Zero minus 360, right So let's look at this We call it rotation Ah rotation Let's hide the y and z axes for a while Hide away Let's put a 0 for x o One more well That would be the Y-axis That would be the Y-axis So the Y-axis is displayed and z is off add

All right, and then when the Y-axis is 0 it's 0 degrees And then y Well, let's give it about three seconds And then we go to 360 degrees Let's zoom out Let's do 360 degrees And then 360 degrees is actually 0 degrees So what We can use the last keyword Let it loop Let it loop and play automatically Autoplay loop and save when all is open Back to this place

We created one that goes from 0 to 360 A value of the loop Let and let set What is this value going to set for him set rotation Set the scene or rotate relative to each other And then let's expand it out Let's expand that out as well We just need its z Well, the Y-axis, the Y-axis Or this place

We could just use a floating point value Whether to use a floating point value to control ah So this place reorganized it Just go ahead and connect Okay, let's take a look and throw it into the scene Take a look at it in the scene First look at Let's see if he spins first Hey, no turn.

What's the reason for not turning Autoplay has been turned on I have a loop All right, let's run it like this and see if he's going straight If there was a straight line he'd have one here I saw this thing Ok. No execution.

Ok. No execution.

Let's find out why Ah, that's why When I just dragged it right here This rotation of XO This this conversion is wrong This conversion is wrong We're still here. Yeah

What do I convert it to called rotation Hello. Yeah.

Hello. Yeah.

What do we call the other one It's called make row Create a rotating body Create a rotating body well And then I'm going to connect it Unfold it and connect it and give it to him All right, let's make it up again and save it and see Okay, now this one is moving It's already moving Well, adjust the direction adjust We turn it on top The one that opened up at this Angle

Not too bad Let's make it a little bigger Let's make it a little bit bigger Blow the house on this And super big fans And that's it One student's request is that he wants to make a teleportation gate Go through one of those doorways In this none kits assets a architecture And then inside the gate There are some doors Let's see how we make the teleportation gate The way you actually do teleportation gates

And this fall into the abyss The one that goes back to the same place, the hard picture of return z It's actually the same thing good But let's show you how to do it, right In the same way good Let's make sure we use this one first This door Then what?

Go to blueprint and create a new blueprint actor BP and we'll give it a name It's called this. It's called

It's a transgate Crossing gate Good to get in I just picked us up Ctrl in the space to bring up this one And find the door we were just going to use Throw the door in But it doesn't have to be this big We could make the door a little smaller Zoom out a little bit It's about this big What else do I need to add to it Add one to the back of the door

This is called box classing We can put it behind the door And there's one other thing we can add just Tell yourself Tell the developer Where is the front of this door Which one is in the front and which one is in the back So we can add something called arrow Arrow assembly Um arrow assembly well

Ah, the arrow component here What does the arrow component do It just tells you that it's just one direction So we can do the door Take this arrow Rotate this arrow a little bit Rotate it That means this is the front So what We need to take this one Ah, the trigger box is behind this door Right? Put it behind the door and pull it open

Right? Put it behind the door and pull it open We're going to pull from that Widen it a bit Ah, it's not so tall Then height It doesn't have to be full Drag up a little bit A little extra good When you go through this door Walk through it We're going to go a little bit further back Just walk in a little more before you cross

Ok the other way we need to give it Add a variable This variable is called target point target point This door goes somewhere, doesn't it Change it to the type of this variable Let's say target point here And open the other eye And then you can go all the way to all the points So I can finish the blueprint for this section

Right-click to add an event on component begin overlap or So let's go down and this one starts to overlap by 10 Let this one trigger This is not the only time for us Well, it's not just our main character that can travel Everything can travel through So we're just going to take this thing set a location

Set the location of the actor Where to To this point its The position, right? The position of it Setting actor location Get the location of the actor and pass it to him That's pretty simple It's very simple Let's try it out Let's start with this door We found our blueprints to create the new gate So let's put it in this position And then obviously his arrows we can look at them

Oh, we could raise the arrow a little bit Otherwise, it can't be identified We put this arrow component A little bit higher means this is the front Ok, so you can see this is the front so Let's turn the door like this It's easy to identify Okay, and you need a top point top point assumes that the gate crosses to the island Crossed over to this island

So what do you need to do in Create a target point on this island Let's drag out this target point Then what?

Keep an eye out because we're getting more and more targets So what You need to change the name of the target point Where is it In this position HMMM Let's take this target point Let's change the name and let's call this island So our first island is called Island a All right, this island is called Island b Alan b And you need a door here, too So how about this one and this one

So the door can go through iron a can be worn anywhere We can make a maze of islands This place of ours We have to set up another talking point, the target point It's called Allen a all a good So we can do all kinds of things For example, this door goes back to Allen b And then this one right here What about this door over here

Is used to run through the arm point to the IMA So we can travel back here And then here we can do it again Cross over to Our Elam Hey good.

You can also add some, everybody The moment of crossing over Add some sound Okay, we can find the person this one This is a difficult drawing of the door Let's put a zodiac in front of it double play on it And then I found this one right here q Ah, there's a sound in here Some production of sound You can listen to one of my other classes on sound design Ah, a course in sound design

Better compile and save Let's try each crossing again Although we The good thing about blueprints is we use multiple doors here But I just have to add it once and write the code once So come through.

Go through Okay, this is about going through doors Of course, you can also add this particle effect The method is the same as before Particle effects are added in the same way good Let's look at the mouse click event How to play There's a need for that right now I want to make one of these handles In our pops of learning kick assets

Have a level level a has a doorknob and then a couple of pedestals I wish I had one of these handles by the door When I click with my mouse The handle goes up or down Let's see how this one works. Okay

In the same way We need to combine these two Together right?

So we need to create a hard graph So we can create a blueprint act took the name BP Well, what's it called This is called the gate level gate level Good to get in Let's add those two things to the mix I just added those two things These two things good Let's add it in and see how it moves, okay

We can see his anchor point The anchor point of this handle is here So all you have to do is rotate it see You can control this handle good How do you think about it First we need to do a timeline Tell him to make a timeline Let him go from top to bottom And then from the bottom to the top, right? So

Let's implement that first This part of the function is implemented first Add a timeline And then this timeline Let's do a floating point number. Floating point number Add two The key pin is 0 when the second is 0 And then it takes about half a second It will be ready in 0.5 seconds Turn good is one

All right, 0 minus 1 is an axis Let's change the name of this, let's change the name of this Press F2APP good Remember we talked about a difference Something of value What do I want to do with this thing To make the difference Rotating body skewer To spin something Turn one of our doorknobs Remember what a fork is

You go through 0 and 10% right here It's 100% right here 50% of the time it's a to b This is half of the position Is that right? So...

Trying to set the door knob rotation Scene rotation Relative rotation works Let's connect it Let's just let the timeline let it This automatically circulates and uses the final key pin Let it loop Is to make it Ah, it slides up and down automatically Let's see if that happens And how many degrees does this axis rotate Let's take a look

Select this item from four mouthfuls x turn left?

No, no. x.

Is the X-axis rotating Ah, not the X-axis rotation Do I cancel the Y-axis Yeah, it's the X-axis This is the Y-axis we just picked I'm going to rotate his X-axis So this place Ah, let me switch the scene This is called relative rotation Why do we rotate relative to each other Because relative to this one

Relative to our one scene component To rotate Otherwise field Or if you throw it in the scene He'll make the wrong turn All right, let's look at it again How many degrees does the X-axis go from His off state we let him be We tend to go down to the state of off 47 points Let's go with 47 degrees. 47 degrees

And then the on state is going to be this minus 47 degrees -47 degrees -47 degrees And then mutate and save it Take this one of our doorknobs Oh, the door handle I just made Throw it into this scene and let's try it out All right, rotate it.

Turn this thing on Turn this alignment on Take a little bit out and put it here Good point running Let's see if this thing does And you can see now that he's moving But I don't need him to move on his own What do we need Do it by clicking the mouse Let's see, how do we do that Mouse click this function We need to do one step here It's in our character blueprint

To open a function to find Here we go. Here we go This is where we have a display Is the mouse cursor correct Let's just drag this part back a little bit for a moment Clear a space It's still the player controller We need to enable something called Mouse CLICK enable CLICK See?

Allow the click event and allow this touch event Well, if you're a mobile gamer I'm just going to set up this touch event So we set and set Click Enable click event Then enable this one touch event Let's open these two So now you're ready to click Or is it?

This touch on the screen Keep it better and cheaper And then back inside our door Back inside our door this time Choose any door handle Or this base of the door Let's right-click Add an event or go to the bottom What do you call it?

It's called on CLICK This is when you click the mouse It will execute the event So what's going on here The one that switches our doorknob Switch our door handles good Let's get a new one What's the name of the new node It's called flip flop.

flip flop. That's a name you could use It doesn't have Chinese flap flop is entered It just switches between a and b If you click on it the first time it's on Any more is off Close it and look at this timeline It can be played forward or backward reverse from and on

It's going from this place to this place Now if we could just autoplay this The loop is all shut down You can turn this off, too I can keep this All right, here we go Let's look at it again Let's see if we can trigger this click event click click Click click click All right, you can see that What about now This one mouse click event is completed ah You can control the handle of the door

Okay, we just made this handle You can do that by clicking the button To control the up and down switches Now there's a problem Like when our personalities are far away He could have clicked this far away What do I hope to achieve I can't click until I'm in the neighborhood When I left Mouse clicks won't work Ok, so how do we do this

The blueprint for entering the door Ctrl + 1 door Ctrl + 1 We just pulled off a flip flop Now learn a new thing Let's call it a node called gate This gate What is a door You can see how many it has A couple of straight ones, this one point When the door opened This one allows connectivity

If people shut down when ah this is not connected And we can do that with this What addition Let's add a box collection One-body flip-flop What if people were standing in this This door is open, right This is closed if you're not standing in it It is this one that is no It's this node just like that gate It turns on from this point to this point

If you shut it down you can't get through this point There's no way to get through that All right, let's do that First let's add one over component overlap this one of ours Overlapping events and ending overlapping events Very, very simple Let's put the overlap in open I end up with the cosine of theta Is that I'm not standing in this box The door will be closed and he won't be able to get through

If I stand inside the box this door will open So you can go from this place to this place And then let's look at the view Let's take this door Let's make this one trigger box a little bit bigger Ah, let's make it 200 of 200 of 200 yeah, 100 Which means you just have to stand inside this box We can do that Take this, um

Let me make this a little wider 200,150 Okay, you stand in this box You can use the one door handle Let's give it a try You're out there right now You can see Out of control When I walked in That you can control When I come out Oh, I can't help it All right, last node, gate It's used in a lot of places

Because what do we always have That's the trigger you use to open and close doors Or performing an event But sometimes you can do it Sometimes it's not implemented Like what tasks have you accomplished Is it open correctly?

Or did you step on something Or trigger something You can open up The rest of the time it's close So get it Make sure you don't understand it Just made a little machine You can switch it on and off by clicking on the event So what do we have to control First of all Let's move it a little bit to the side Let the player find it Find it and click on it to open a door

So let's just make a door Find our blueprints Create a new act BP for men Let's call it BP get it I believe you will have no problem with these steps Very simple Yeah, look for a door Let's find a door Look for this gate gate. Yeah.

gate. Yeah.

This kind of door is like a door through Let's use this wall Use walls for doors This door looks a little bit more mechanical I want this door to open and close Actually, maybe we can do that Just so the door just opened Well, then the door is closed There are actually two events How to decide when the door opens and when it closes Actually, we don't know if it's determined by this lock

Is that right? So

We can do two things with this gate add Custom event The first event is called open And then the second event is called shutdown One is to open and one is to close How do you turn it on and off In fact, everybody You can do that with the timeline, right Let's quickly add a timeline The timeline Let's call this one get

get Double click in to add a floating point Ah, add a key pin Add a key pin Good for the 00 that everyone is familiar with The second point is to open the door after half a second And then this is 00 The first value is 00 Okay, 0.5 seconds times 0 minus 1 is a time axis Let's change it to offer This alpha controls a difference

Remember this difference The difference is going to open and close the door And then we can use vectors But what can you use Let's just use this floating point number The floating-point number is disconnected Alpha is the one who controls this Alpha And take control of the door The door plays this thing If it's in the right relative position set relative position

All right, let's see how much we have to go up and down First of all, its base position is zero zero, right And if I want to open it all up You have to go down by minus 300, minus 390 Minus 390, so we're 0 minus 390 What is opening the door?

Well, it's 0 And then then 0 goes from 0 to 3 minus 390 And then it passes to his z-axis So what As long as the z axis we need to take it apart And then it passes to his z-axis And then update is attached to this position And then close the door in reverse

Dial it backwards from -390 to 0 Easy. Half a second to open and close the door

Easy. Half a second to open and close the door But when does it open and close We are now easy to save Put it here and use our door handle Doorknob He had to fit a door How to come The doorknob has to have a variable Add a variable The type of this variable is called gate This is the door that we just made BP gate It has to have a gate

Of course this handle might do it It can do a lot of other things It doesn't have to be open or close So we could have done it the other way yeah Just put a handle on the door Put a handle on this place You can also add a handle But let's do this one first Let's implement this one first Give him one of these called get get Put it in this place

Yeah, well, he needs his eyes opened Because he could use a different door Open your eyes Okay, so we walk up to this place and we see this doorknob Then what?

And what about the door we just made We have to drag it out Drag to Oh, this door better have an arrow Otherwise we don't know what this is Put it in this position Okay, so you can see it Here's the thing: The door is closed So the door is um Okay, so the door is closed We can pass You can go through this door knob switch To control this

The doors get open and close Ok, so we just did the two events of the door But not yet Haven't decided where to run it yet Is it right here right here How do you open and close the door We use this flap flop. flap flop a is to open the door So we do the gate open get open And then

And then you get close All right, this place.

This is how we use our custom events We are inside the gate Two custom events are set: open and close On this doorknob this place We can execute Did he see open and close These are the two things that are actually implemented These two events All right, let's look at it now Let's do it Okay, not now. We're going in Okay, so what's the reason why this door doesn't respond

Because we haven't assigned him a door yet Is that right? So we

Choose him Tell him which door I want to open now Let's go up, let's go up, let's get here It's this door. It's the designated door Let's try it again You can see now it's OK Hey, but it's not closed Why didn't you close the door Find the reason This close event um return Let's take a look inside this timeline Isn't it?

Use the last key pin that did not open Or maybe I could change this place to 0.5 seconds Let's try again OK, that's OK now After we open the door, we can get in Didn't open the door Ah, you can't get in It gets in the way All right, so we're doing this one and this one The opening and closing of a door by means of a mechanism Ah me

We are going to look at a point how to make a ah A flame lamp that can be lit with the click of a mouse All right. Yeah.

All right. Yeah.

Look at the blueprint first Let's make a blueprint that looks like this In addition This blueprints file is a little messed up Let's make it a new folder And then we're going to divide it up The first category we put it in the gate Yeah because there are three doors Put it in the gate And then there's the camera thing Like the vibration of our shot Let's leave it here

And then the skills-related ones we can throw in In skills And then the scenario-related stuff We can throw it in the scene huge fans This one. Yeah, and this one, too We can throw it in the scene then This skill stone we throw in this skill So let's go over here and create a light

Create a new blueprint actor BP Let's call this thing called file, file light Flame lamp So we can go back we need a look So let's find a model from this one Find a grid With what, huh bottoms OK Let's use this one

This serves as a base for a flame Base of flame And then you need a flame, right So let's have something called a particle system Particle system construction Choose the fire and we'll use this fire Let's make it a little bit smaller by 0.7 Go up a little bit good On top of this fire we add a light

Add something called a point light component Fire though it is bright But it doesn't light up the neighborhood So what we need to do is add this point source That's how you light up your surroundings good Let's lower it a little bit to 2,000 Another bright color A little bit off the fire Flame a little All right, that's it. Let's do a look But what else needs to be done

Click ah when we this point When you click on this flame with your mouse Or yes Touch with the phone screen This is when the flame can ignite So we need to add one thing It's this cover out here What do we add Add something called a fit trigger Or we could use a capsule trigger We add a capsule trigger And let's make it a little bigger

All right. Why do we add this

All right. Why do we add this Because this base at the bottom just clicks on this thing He might be too young It's too small. Let's add noodles Just click on the whole area He can even trigger it Let's get a little bigger over there and a little taller Well, here it is The whole capsule can be triggered by clicking on it So let's implement this first of all

Right-click and add the event click is the event that happens when you click And after that we're going to let's go to the particle system And let the lights come on What about his default He was invisible We turned off the visual lamellar This one of the lights, turn off the visual Let's turn off the visibility of the lights

So the kernel subsystem when we click We set its visibility to Set it to two Its visibility is set to two All right, so this is the easy part And we can also add a voice There's a play sound of ignition fire well OK, this is going to be a little bit of a problem That he's gonna be on it all the time, all the time

So we need to find one of these The moment the fire was lit Ignite the sound of the moment And then close immediately Okay, I got a sound here I found one in my timbre library flame The sound of the file store How about this You can find some of these sounds yourself on the Internet So let's light it up like this Okay, but what?

Let's keep the fire outside for a while Let's try it out firelight In the beginning, he was But not lit But now you'll see and Lighting doesn't work, does it Why is that It's because of our capsule what's going to happen to it It's a penetrable one overlap it's a cross

How do you block it The simplest way we can do it is we can call it a block or It can block everything Now let's click again You can see it, you can light it, you can light it Ok, but what's the question If you block everything You'll find he can't step on it You see, he's gonna get in the way How Blocking everything but our character

There's a choice here So there's an option to go to Capsule that's this Collision preset Blocking has an overlap only palm. Only palm

palm. Only palm Only we characters can step on it Everything else will be blocked And then let's try this one Now we can step on it And then you can light the flame But now there's a problem Will keep igniting Constant ignition That's not true. That's not true That's not right Once we light it, we can't light it again I can't light it a second time So you need a variable

Mark whether the fire is lit So what can we use With a variable or just what do we call it s light on To determine if the flame is lit It's not lit by default So let's pull it out and let's see Come if Add an if, add a branch Click i, f, and branch

If the flame doesn't ignite, it's force Unlit to be lit And if it does, it can't be lit again Not well lit Right behind Show the fire and then Add a sound effect The other thing we need to do is light this I'm going to set it to Ignite We'll light it up if we don't And then you add an on All right, that way it won't be reignited

When there's another way Another way you can use this is called do once If you remember You can only do it once you can only light it once That works too But there are certain drawbacks We're judging by a not worth Ah, it would be a little better more OK, let's go in Now light it When I order it again It won't be reignited. It won't be reignited

Let's just drag it into this and try it out Drag it into the room First open the door and get in Then you can't see We could light it up with our fireflies And then this place All right, you can see that It's in the room We can light this fire Lit it up to illuminate a small area It illuminates a small area All right, so let's look at this problem

I want to put it in my room right now Five or six of these flame lamps Let's get this flame lamp out again Because it's too dark in there Let's say I put two here three Yes, I wish there was a switch. It's exactly the same This switch To be able to put all three flame lights at once Open all But you say hey me Guys, just flip this switch You will find that

His gay, his default We just set it up to be called door only How do you use this switch to open doors It can also be used for switches This can also be used for switches Like other things maybe 10 things Would you say well I'll make 10 of these switches That's a little tiring This repetitive work is repetitive code We don't have to write it 10 times

So here's something to show you What is it called?

It's called ah inheritance Okay, what is inheritance Let's do it again and you'll see First, let's modify the switch How to modify it Let's just change the name of it level Ah, it's not called gate level It's called the handle And then right click on the handle

Select Create Guide diagram class And then we're going to add a get to this level This is used to create the door Let's create another creation guide diagram class What is this used to create For this um Firelight flame-lamp So we have two and one minus What do we go into the minus Either way we understand it

Whether it's the switch flame or opening and closing doors We all have an on-off function anyway It's going up and down, right So we're going to keep all of this Okay, but what?

We need to do some optimization What kind of optimization Let's get rid of this door part Well, no, it's not open and shut We're switching other things on and off What's on and off I don't know if it's a flame lamp or a door So we put this unknown thing Let's leave it here Add a custom event We give it I'll call it open

Add a custom event as well It's called close It's called close So our handle We have two events on this handle One is open and one is close Is equal to what do they do My father didn't know I want my son to decide Son to decide So what At this point a, we go straight to open Execute open And then b is going to close Just do close

As for open and close by Subclasses can be decided later Our subclass just determines the interface But what Uh uh we're not gonna be the interface yet Only one function called virtual is provided It didn't happen All right, this place.

And then we're ready for the subclass And then let's look at this subclass And we have a problem with this place We were talking about this point and this base We actually need to put this event on CLICK as well This handle has to work, too Because I just found out while I was playing It's no use touching the handle Hook it all up in this place Just tap on the handle or tap on the base

Both parts can be useful here So we made one of these Ah, the handle.

But we don't know what this handle controls Let's get rid of the other one Because of me because of our subclass or Still not sure what exactly control is Is that right? Ok.

And then we go into subclasses Subclasses first look at get And then you'll find out He also has this handle But we don't have anything in this place It's empty It's empty Okay, so let's see how do we play this thing Let's add one A variable This variable is called give Because here we have a paper class He is the paper type of handle But this paper class is specifically for opening doors

So let's BP gate that one I'll just put it over here I put it over here Ok, and then what do we implement There's a function here What does it mean that a function exists I was open and close before We did not implement this at BP level Right? No implementation

Right? No implementation So what This is a place where we can make it happen open Let's reload Let's reload close as well What to talk about now When I open it, I'm going to have to put this gate open Ah, the gate.

It's the "open" we wrote on the inside of the door And then to close is to close our door That's pretty clear Don't be clear So this handle is used to control the door So let's change the handle Maybe our doorknob instead Switch to doorknob I'm going to delete that for now. No

good Let's see if this can control the door handle Close to Oh, I don't know if it's correct I forgot this one again We need to specify a gate Click on this one Then what?

Okay, so we need to go back to this one Open the glasses on this door You can't see it if it's not open And then compile and save And then we go into this That's when you can choose Let's click on this handle And then the get can choose whether we control This is the door good You can see that you can control the door Ok, so how do we implement the other one torch

Okay, well, ours just built this This handle of FIFAS This handle we double click on It's not Ah, it's not for Control door It's control This is called adding a variable And then we have one called what file light file light See file light and I'm going to change the name file light

But now we have file light The event is not on or off So we go to file light You have a look Now file light is just a click Only click So let's put it in the back Let's do something about the back First add a custom time What's it called? open

Add a custom time of course What is open open means to open this one of our things Show me if it's right To bring our particle system to light Uh, pay attention.

This light also needs to be turned on There's a message to children here This lamp is the paper class of this particle system So we're going to have to turn this on as well Good. In addition,

Good. In addition, Play it and the sound The other light on this place Okay, well, we cleared it out for now It's been temporarily cleared.

This is a light switch Of course, it's light on and off Let's change it to on and off And turn off the lights Doesn't it take all of this well how two people Play a sound effect and set this one straight to on And then this one goes off Turning off the light is not showing it Leave it undisplayed In addition, this sound effect can also be played

And then I'm going to get rid of this off Click event It will be much simpler If this light is on What are we going to do Just turn off the lights If this light isn't on So what are we Let's go on Ah, let's go on on on Well, there's something wrong with the name There's too much repetition All right, this one.

That's a lot of repetitive names. Let's take this one "light on." "Light on.

"light on." "Light on.

So there's not a lot of repetition Otherwise, the search will be painful light off Ah light off So this i on down here is light on If this light is on we turn it off If this light is off we can turn it on It's like a switch like this Click to open And then you can pass these two Who is it for In order to get it right here

So how do we do that on this side In the same way So let's reload this open and close When we flip this switch on What are we going to do with this light on or not light on and then light off All right. Here we go.

All right. Here we go.

We also have a handle that can be used for control The door can also control the lights Of course, you can control more things You just keep creating paper This inheritance Make sure you understand this. Make sure you understand Well, I can't call this Rush! Let's turn this on

Rush! Let's turn this on There's no reason for the mutation Let's just change it up a little bit good We'll just have another what? Another light

The lamp is on the left The lamp is on the left And then choose which lamp to use Pick light number one Even I don't know which light number one is So now we can get close to Get closer to turn on the light To open the door Okay, but now I see a problem I found a problem every time I My default state isn't quite right The default state is not quite right

You see the first time I push it he's gonna Give me a twitch This is a default state that is not quite right Let's change it in this one That is, the default state of his handle is Yes, it is. So

You have to go down to 47 degrees So you can't go wrong Ah, let's try it again. The default state is off Yeah yeah yeah yeah OK Switch switch Okay, here we go. We've done this one Switches to control a variety of different And then but we only wrote the code once

This is the code for the switch That's the way it works That's the way it works It's just in the back we have file light And this gate This one at the gate All right. Well, after this inheritance

All right. Well, after this inheritance And we'll talk about that in detail in the items All right, let's look at the flame again There is a need for this We just turned this switch on and off But actually I want to use this switch to turn it on All three lights Because ordinary light switch one by one We can do it this way Click the way to open

But I want him to do it all together. Okay

How to do that First of all We need to give him something called a tag Let's call it a tag. Let's see

Select this flame And then you go down, down, down, down an actor Then the actor By default, this is what it looks like You expand it to show the advanced image And then there's going to be a tag there's a tag Turn it on Give it a label called island aid light file file light To show that he It belongs to Island 1 And then the same thing with you

You have to group it all together These are the three of us The three of us Set it to the same expression That means they're a group And then let's go to this one Let's go in here and edit it We can turn a light on and off But now if I turn on and off a set of lights How do you turn this group on and off Let's get rid of that for now

No, it's an on/off switch For one, let's just use a la carte There's a tag called get or class Gets all the acts of the labeled class Okay, how do I get this one What are we going to get first We're going to get this file light right here file light on this flame lamp And then what is his label His tag is just my Ellen a file light

That's when you get it All their stuff, all these three lights Okay, and then there's something called an array What is an array It's just groups of groups Let's say a lamp we have a lamp right here If there are three lights in one variation Let's call it an array And then we figured out the way that we could get through this And then the zeroth lamp

The zero light is the number one light And then this let's say this is The first light is the second light Your 0 is the first array in the computer First of an array Good way to do it I can get every single light in there But how to facilitate all the lights What does convenience mean It's going from the zero light all the way to the last light I want you to set all the lights

We can use this thing called for each It's called convenience Convenience all lights From the first light to Because like we have three lights So that's how you get all the three lights you can get So let's look at this lamp Turn it all on one by one Come on. All right.

Come on. All right.

This one An array element represents one of these lights And then this array index It just means what light it is Okay, so we can turn on all the lights Let's try it out Let's go into this one And then in here You can see three lights turning on at once It doesn't have the ability to turn it off yet It's easy to turn it off I just have to copy and paste it, right

And then replace this one with light off It's OK good In this case, we use the label You get a group, a group All right, let's see Turn on the light Turn off the lights. It's on and off Let's look at another thing switch It's still a switch Earlier we set this switch to a subclass

Subclasses are implementations well All inheritance burdens all functions It can also develop its own functions This one, for example, is designed to control lights This is designed to control the door Okay, so there's a need for that This switch of mine This switch of mine that's burdened I want him to be able to control any of them As long as there is something about it

But I don't know what he controls right now But I would like to reserve this interface is possible Ah yes Of course You can create this paper blueprint over and over again Keep creating any number But what's another way to do it It's called distribution We go in and we go into this complex called assignment This event The event dispenser Ok, so what does that mean

Let's just sit there and add two events to it The first event is called open Ah, the open event because it's used up So what What do we call this place It's called level level We're just on open on open When you open it up And then on close With it on and off Then connect to This position

Connect in close position good What does that mean That's all I need to do in the future can to To what on will execute this off I'm going to execute this one That's the same thing we just had We were just not in this place What can exist by choosing this function What does it matter

That's for paper This could be anywhere Like in the blueprints Especially this level blueprint let's take a look Now we lose it Let's implement that now Implement this function dispenser Let's lose another one Throw one of these things in Throw a load This is the load switch Let's put it in this position What does this switch control that we don't know yet

But I can right click Add event You can see if you see it There will be on open and on close what we just had Let's click on open It can be done in this level blueprint Any function switch It's on and off Let's say we're going to test printing I opened it.

And then mutate and preserve Let's hit Run again How about this?

I just want When I open it you can see I open it Open it when you see there is no space I'll turn it on again. I opened it So that's the way it works To do any of the scenarios It's a switch for something You can do it either way But for example, to control the lights Or when you're specifically trying to control something We use it.

We use this inheritance to create values But sometimes I only control one Let's say I use this switch to control Control what Control this ceiling Control this thing to open up There's only one such function It's not gonna happen again I don't have to create a subclass, right Because I only get one shot at this There's only one place you can use it So what

We can do that in the blueprints Level blueprints to achieve Okay, so let's play that one I want him to Look in the level blueprint how to play I can do it from inside the checkpoint Pick this ceiling Listen to the roof I'll drag this roof in I can get through this one switch Let the roof set

His location Set the relative position of the actor You when you this place What timeline would it be best to add Ah, timeline. Let him control it from the bottom up. Okay

Ah, timeline. Let him control it from the bottom up. Okay

What about this place we're a little bit faster Because we've talked a lot about this before 00 and then 0.5 seconds to 1 And then we can get off We can control this one Control Loop ah interpolation Interpolation Let's just interpolate a vector Vector 1, 2, 2, 0

Go up a meter to control it Okay, let's do that in the level difficulty diagram Let's make this button a little bit more versatile You can see that Oh, no. No trigger

Oh, no. No trigger What are we looking at without a trigger There's no problem with this No problem with that Why didn't it trigger It's because of this one of ours It's a static one You see static is immobile We just have to make it mobile Ah me Where did it go Flying so high Well let's look at the Settings Relative position 00 You know what?

Just add up its positions To add Hey, you know what? Let's cut that out for now It's not that complicated Just have him lift it up one at a time So what can we do Let him take his place first Is that where he is now And then the z axis in its position Let's divide it up This is also divided

Both the X-axis and the Y-axis don't change And then you add one um one at a time to it Oh right.

That's the wrong connection The Y-axis and then the x-z axis Have him lift it up a little at a time And then for how long Hold this up for half a second Lift 0.5 seconds We turn the last key on using the last pin ah It's a little easier this way Okay, run over here and click on it so you can see I wonder if I could lift it a little Lift a little

We can lift this a little bit Let's do 10 at a time so A little bit bigger All right, this is just a universal switch Universal switch When you can turn it off again To close the right click Then add the event on close When you trigger this close event It just dial backwards

Dial this place backwards We can play from start with this Dial backwards and forwards How was the error achieved It's through this event dispenser Event distributor It's going to open when we call this open Why and where adjustable When you touch this switch, he calls open What does open call It calls the world But the world didn't Where did it happen

In our level in this difficult diagram to achieve So this becomes a what It's a universal switch The universal type switch is good This is going to be a little bit difficult to understand If you really know how to use it You're gonna have to try a few more times Oh, because I always use plus in this place So he didn't do it We still need some work on this place

So let's change the two dimensions and we have a direction here And that's the direction that we can figure out Oh, to judge what Make an if To determine this direction Let's switch it Okay, so what does it mean that this is this Fast forward and fast backward are forward To play is to advance "reverse" means to go back What did we use It's called switch to switch between these two methods

Switch between the two if you're going in What is it?

It's just adding things up It's just using addition If it's a return So let's copy and paste this and what is it I'm just subtracting and I'm just doing a subtraction here Let's put a negative number in front Add a negative number That's OK Okay, of course that's the faster way to get it done The main thing is to understand We turn it into a universal switch Let's do something big again

There is a need for this I want the island to follow one of these Let's glue it in I want it to follow one of these Uh, like a line to move For example Move slowly from here to here It goes from here to here It could be an irregular line It's an irregularity like this The lines of the line make it move How do you do this Okay, we need to introduce something new

The timeline plus it's called a spline Spline look at how to achieve First we find the island Find the island Ctrl + b at this position And then we go back to this blueprint Point create blueprint Let's create a new actor BP This is called a floating Floating island Ah, floating island in

When we came in, we found this We found this one again Will the island Drag it over here Well, here it is I have a big static grid problem I hope this The derivative follows a spline A certain line to move Okay, how do we do that There's one thing in our add It's called a spline component

Spline module Yeah. All right.

Yeah. All right.

There's a spline body here that's not what it is It's in the spline component Such bar component At this time There's going to be this line right here You can see a little bit Let's stretch it out a little bit So we can stretch it out by this point right next to it Or you can just take control What to control ah Let's drag it like this So let's make this line a little bit longer

Then determine the meter can edit this place And save and save So here we are And drag the island into our scene Let's go inside the blueprints This floating island that was just created Drag it into the blueprints So this is the way It's better than that You'll see that the island has a line around it Let's move it to A little closer to our main island

Okay, so you'll see this line How do I want this island to come How do you move it That's how you move it Make an arc Curve to curve motion Let's see how we do that Let's pick one of these points And then in to move Switch to mobile I'm going to move it to this position And then I'm going to add another dot here Oh, we just ordered the wrong one

It should be this point This is the point on his Bechelbeser curve Let's pick this point This is the middle point You know this if you've ever used the pen tool After this point Let's right click on this point again Be careful with this one The line is very thin Add a spline point here Well, it's two o 'clock at this time When I drag the second point over here And then you have a curve

Ah, drag this place a little bit Okay, so that's a curve And of course you can make a very complicated curve It's very complicated I'm going to drag this over here a little bit This point right here So let's pull this point a little bit further All right, so here's a curve like that I now hope he can get from this island From this place, go, go, go It's floating over here

How do you do that when you float up here Let's see, how do we do that Let's put one on the chart Add a timeline Add a timeline And we call it "floating.

floating Okay, double click in.

Let's do a floating point The same way We added a lot of this before I'm going to add two dots The first point is 0 for 00 seconds at 0 seconds And then the second point We're hoping in about three seconds Float to the designated final position one We use zeros and ones all the time Always use this 0 and 1 It's because we control in percentage terms It would be more convenient

One is 100%. Zero is 0% And then I'll change the word to Afa Well, here it is I also need to put this autoplay loop Finally use the last pin to open Okay, so if you use a loop, float to that place Then we have to float back So let's make it look like this Six seconds later He floated back So this length is going to slip in 6 seconds

You have to remember the length of this If it's longer than 5 seconds he defaults to 5 seconds Any longer than five seconds you have to make it longer Float past and back Let's see what I'm going to write after this part Let's drag the spline out The first thing to do is to get the current length of the spline less length of the sampled strip This is a percentage This is the length of the spline

I can know this spline What percent of the time In which position Is that right?

Because this spline has a function that looks like this Let's look at something called get distance You can write down Chinese The distance from where the sample strip was obtained Okay, that's a mouthful What does that mean?

I can get this spline by percentage How much have we gone now I'm walking Let's say I'm walking 50% now So let's say that this spline is 100 and the length goes to 50% is 50 So in the distance of 50 What is his position Where is he in space Just understand So let's multiply first

His total length is going from times the percentage that he's going now That's how far away he is right now We put his current distance right here Now the distance tells us what point he's getting All right, this one, this one, you have to understand it And then we're going to float the island set location Sets the correct location Set relative position Set relative position

And then you connect it Then place the spline in this position The position we got from the spline Connect to this place Compile and save well to try it out See if the island floats All right, this is moving fast You can see he's following this curve right here Let's go back and forth on that curve This one floats But it's a little fast What about us?

Well, you can give him this time Let's make it a little longer Let's set it to this. Yeah

30 seconds so this place should be 15 seconds Right? So this place right here is 30 seconds

Right? So this place right here is 30 seconds It becomes a longer one This orbital It's quite long.

It'll look a little better when it floats Like floating a little bit more All right, you can see the island floating right now And then you can go even slower Let's look at one more thing This level switch Sometimes we edit a map When you pass through a certain crossing point You need to switch to a different map How do you do that good Well, first of all, we could use this door Change it

And then the door changes like this Before, we went to a certain point Now let's find this door Find such a door And then let's copy and paste another door What is this called It's called level gate A door that can switch levels Let's get rid of all of this stuff remove It's used here It's the only box left to switch

When we enter Switch to another level All right, so this is easy This part is easy Let's take this door Ann is in this position Put it in this position so you can get in Well, it's too crowded Let's go to this position All right, let's build a new one A map to create a new map Yeah, you can just take this map and copy it Or click File to create a new level

Create a time of day. Create a time of day Save it All right, one of our new maps A newly created map Give him some islands It's in our study pack Just drag an island Just fine Let's make the world just one island I don't want anything else I don't want this ball either Only one player Be discriminating.

Get rid of all this stuff for now, too The fun guys are coming over And then we start here Let's we hit Save Save it on our Orion Maps We can call the second picture level 02 Ok, so that creates a second map How to get orange map Well we Just change the name

Oreon Oreon 02 map 02 map How do you switch We just made this door And then we overlap it by 10 Let's go back to the first map Come to this place How to switch levels When we get to this overlapping state We can call it an open level Open the level

Then type in the name and it's OK Yeah, what's the name I just named it orange 02 map Note that the case is correct But before we do that we have to make a judgment call Only characters can be cut Let's go to the second one Nothing else will do So let's do a transformation Castel Orien the old way

Let's turn it into our main character, Ori If the conversion succeeds, you can open it If no, no, it doesn't work out Ah, there's no level switching All right, let's run it inside And you can see that the moment is over here But we haven't changed our characters on this map Right? In our second map

Right? In our second map We need to take a look at the number How to change it Change the second picture I'll save the second picture We haven't talked about this before World scene set inside There is a game reload mode We need to put this in overload mode For our own origin game MOD Right? We created it ourselves before

Right? We created it ourselves before Well, here it is Let's go back to the first picture At this point you can switch But this mode of switching levels Switching modes of levels is problematic because When we got here, All the values on your body have been restored All reset So in general Let's switch levels another way Or is Do it all on one map

Oh, here it is. How

There is another reading mode for levels It's called level streaming We'll come back to that in a minute What is level streaming How about the flow It's going to be a lot more Free and a little more natural than this I just finished learning this level switch He has certain problems Is that he will have a loading time And you're going to get off this map It puts the player out of action

Is there a better way to switch levels There's what we call this called level streaming What does that mean?

Take the world as we see it now It's only this big But when you get to the edge Like when you get to this place He will be loaded into more worlds over there When I leave this again He could be loaded into more worlds over there Just like that You can make a map infinitely large But why not load it all at once The player's computer may not be that good

Maybe the phone or this is out of memory So if you load too many of these scenes It's going to run out So it's called level flow rate It's when you walk somewhere Let's say I walk to this place He can be loaded onto the map over there When the player is not aware To load more of his maps Okay, this is where I'll show you Let's just have a look

Let's say we go to this island Walk to the island It will load into more islands over there Why don't we try it like this So let's do that How do you do that There's a checkpoint in the window. There's a checkpoint At this time open this level can see ah There is a persistent level and a stream level But how do you create a new level Let's just put it on this side

Then click on the level And then create a new one Create a new blank level Must be a blank level And the name we call this Orien map Uh, the east side.

The first island to the east The first island to the east The first map in the east Ok, so there we have it And then we double click on it to get into this Let's go into this one Then what?

So let's replicate this island let's assume this island Let's copy the island And put it over here And then make it bigger Notice I ordered this I did order this east This is the first island in the east this is the picture So what This island is actually built into this map Then we go back to the main level Holding the barrier is our side Okay, so I'm back to saving like this

Let's take a look.

You see, orans one has already built it for us And you will discover this world He's got an island. See

But because Ah, because you can't see because there's no light But we don't need to see it here for a while Because we are in the Lord's observation You can see the big island The big island But let's run it now You'll find that you can't see the island He has not yet come to us How do you load it We need to build something It's called the level flow volume

Easy to create volume Level flow volume So we can build a volume that looks like this What does this volume do Just be a character Our protagonist enters this area I'm going to load that picture Load the specified image Okay, this has to be big Let's expand it a little bit Under normal circumstances He needs to load half

The last picture and 100% of you Which means my island needs to be covered Because I'm in my own map I can't not load So I have to be really, really big on this side So big good And you need to make sure the island is fully covered Full coverage Or when you leave this island When you get to this island I found myself not realizing that the island wasn't loaded yet

We're we're on the edge of this for now All right, let's do it again Not yet, wait a minute And now we have this flow volume Very large Then go inside the level and select the image Let's tell him which volume will Which level feed volume will be loaded into this image Click on this position Then select the flow volume Let's add a choice

That's the flow volume that we just built This is this big box right here Let's turn this static on as well And I'll save that All right, at this point When our characters enter this box He'll be loaded onto the island Let's try it out Now we can't see the island, can we But if we pull over now Come on, you can see the picture

The guide was loaded in When I leave the area You see the tour guide is not here now Near the island again That's how it works You can make your map infinitely large And in Load when the player is not aware So he won't make a play It feels like a continuous world It's not like this and this and you have to worry about running out Then he ran to another place

This one is a bit of a drama Okay, so this is called the level flow volume You can try it out Ah, let's look at one more thing It's called a construct script It is called construction script in English Open any hard graph Just open up any hard picture There's something called a construct script Well, usually by default This TAB already opens the construction script And if not?

You can do it by this function on the left There's a construction script down there Well, for those of you who can program Especially knowing the face of the object I'm sure you know what this is called a constructor What does it do Is when This class Or this hard graph At the moment of birth But it's a function that's executed the moment it's born

Let's call it a constructor So is this script This construct script So you say Well, that's a good thing Inside the event chart Isn't there an event up and running So he's no It's also like a constructor Well, there's a difference This is called when you click on this run He's gonna he's just starting to run

But this construction script is different He did it before the game was running When you just put it in this scene He's going to execute this one function The script will execute All right, before we get to the actual function Before constructing the script Please go to the Unreal Mall Looking for something. Looking for what Find one of these

The library is called advanced village pack A fancy village library Add this project to your Go inside your project Take this one, uh library Click Add to Project Then select Ah Show all projects Even if you are creating a project with UE 5 But you can also add older versions So let's click on this Ori Our project

He will say that resources are not compatible with version 5.0 similarly You can still choose the latest version of him Let's say 4.26 Then add to the project well I've already added this place Then you click and try it After adding the heart to it This one of ours The place would have a advancing village pack This one is a library All right, so let's see How to come

Do something with this construction script Well, when you're done with this advanced varied pack Let's take a look What can you do with a constructor We're looking in the blanks here See a blueprint act Choosing BP is called fence cheating on philandering men

Now I want to go through this constructor To create a fence How do we do that Double-click to go in and select constriction SCRIP We're not dragging the fence in now I'm going to use this constructor instead Drag out Start by adding a static mesh body Well, this is the usual time That's how we drag in, right But at this point

We add them dynamically through blueprints How do you add it Add a wonderful mesh body And then I'm going to set up this grid set Set up a wonderful grid And I'm going to set it to From the bag we just dropped off The matches fence Like this one I'm going to drag this N8 over here You can see it when you set it up Okay, you click Compile

Dot down compilation That's when you'll find out This is a cockroach in his mouth But I didn't add it here But through this construct script Run the script for the addition In the same way you could have taken us just The fence was added using a construct script Drag it into the scene good

And that's by constructing a small copy But you think, "a" What's the use of it Why don't I just drag it in Wouldn't it be faster not to drag it in Now let me give you an example Let's say the fence is 100 meters long At this point if you have to drag It's a waste of time for you to procrastinate Or let's not talk about 100 meters

I'm going to start by saying I want one of these fence heaps heaps A lot of them are in this place Oh, you would say If only we didn't keep dragging it through the fence It's a waste of time We can do this in code To add dynamically Dynamic addition let's see how we do that Now we want to generate in this position right here Twenty fences piled up on top of each other

Make a little three How does that work Let's take a look Use a loop called a for loop for, let's do a for F O r Ah, not for each other And for each of these is the convenience in the middle of this array So let's use this one for loop Let's go for loop down here follow means loop

It can output an index and an integer From zero to its last one Let's say we start with tens, tens Now what is it going to print All right, let's not rush it out Let's print it out Let's just disconnect this And let's see, what does it output And you can see it prints out a 0 Let's do it again Let it Show it a little longer

Show the J-shape for 10 seconds Let's do some variation and see It's going to print 0 one two three four five six seven eight nine ten I don't see any numbers that include zero So we have 11 numbers coming out 0 minus 10 So when we want to create say 10 fences Ten fence piles What are we supposed to do Let's make it 0 minus 9, right

0 minus 9 and then The output to the back I'm going to output it later These two pieces of code will loop 10 times Loop through it 10 times All right, let's get the physics out of it Turn it on physically set physic Set magic physics And then you connect it And then I'm going to check this So let's see what happens. Okay

Point run And then you'll find this Fall down Let's get it in the middle a little bit This is a pile of fences Now we seem to be the same right But he's in the same place Point when it runs it's going to produce 10 This will create a pile of fences A bunch of fences The good question is They're all stuck together Because they're all in the same place

Let's look at this add static grid problem component There's something called a relative transform Let's just expand it out In this case, we can pass each of them Each uh this cheating philandering man in a different position to generate So let's see how do we do that Put him in a random position. A random position Let's do one called random Vector

A random necklace. A random necklace Well let's just use this random unit vector It's going to produce a random vector of length one We need to multiply by something That's when it gets really big I'm going to multiply it by something Let's turn it into this floating point Times a number between 0 and 1-100 Then they will be separated

All right, so let's do another random random float Random Random floating point within the range of a floating point So what this function does is It could be anywhere, anywhere in the range Let's say I go from 1 to 100 I'm just going to generate some random number that could be 82 It could be 76 it could be 7 it could be 5 Well, multiply it this way You're going to get all kinds of different positions

Produce different positions Let's look at it again Make it up You can see it at the end Now they are in a different position But it's still pretty close It's closer We could do 200 to try the pagemaking well 500 Okay, that's a long way off Let's hit run again I'll be able to generate a more natural one This one A fence pile. It's a fence pile Okay, this is what we use

This construct script is added So loop through, multiple times we use this for loop and the other thing we learned about this is random To produce a fence pile So how do we create a fence Create a fence Oh, we just created a fence pile Let's see How do I generate a neat row of these grids banah Well first let's change the name of this fence It's called Fancy

The hip ah fence pile Next, create a fence Okay, so let's just copy this one We hit Ctrl plus w You can just make a copy of it This is fences How do you create a row of fences We also pass this one Ah, build the script and change it a little bit There are several ways So the first way we're going to do this is loop

But what about cycles That's the one that I put it in every time Position ah to move in a certain direction How do you do that Let's get rid of this random part for now I'm going to get rid of it and I'm going to use this index right here First we have to look at it The width of this fence Let's say we now multiply Let's try it out by multiplying it by a number

Let's just expand it out I'm going to expand it out and multiply it by one at a time I'm going to give this y value something like 200 We point mutation You can see it.

Now we have a neat row of them Why is that It's because I'm every 200 Every 200 is going to produce a number that makes him So what is this index He's sending out 0123456789, right So the first time is zero apart The second time, 100 or 200 400 for the second time and 600 for the third All right, so this is 200 intervals It goes down but the Y-axis is wrong

We should choose this X-axis Let's see SO XO? And now it's just this fence line

SO XO? And now it's just this fence line But this line of fences seems to be between this The distance is not quite enough So let's take this 200 and make it 300 good This is when the feeling of cheating a philandering man is almost complete We can even space it out a little bit Try again around 350 Because cheating a philandering man doesn't have to be a big deal

Uh, a little too much 325 Variation preservation Note that Make sure you preserve the mutations And then you have one Cheat on a philandering man Well, you could say who determines its length It depends on this number right here The last index is how many times it loops So maybe you can construct a variable Let's create a variation on this

The number of men who cheat and play with women's feelings is con Let's make it an integer Give him the count What else is going to happen? We're going to do this Open up this eye Then the variable becomes public You can edit on the outside Save compilation Now what's our default content Let's say it's three Is that by default it's three And then throw out the fastest

You can see Ah, now we have four So that's not the right amount What should we do with count minus one no Because I just said that this starts at 0 So we need to subtract one Minus a one Is the right amount So you can see it The count determines this quantity If you look at this place you can choose to switch

If I switch to 4 it's going to add one more and then 10 You can create the account very quickly ah China Okay, now we have a problem with this fence You'll see it all looks the same They all look the same But this In this advanced varied pack Several kinds of fences are provided Let me see one or two Three kinds of four kinds of fences

I wonder if we could have him show up at random These four kinds of fences Let him construct one Ah, a more natural fence Fence cloth Take a look at how this is done Four different ones In fact, he just randomly came to this place We're setting him up to be one It could be 2, it could be 3, it could be 4, right Okay, how do we get this guy to randomize

So let's create a variable What is this variable He's a static grid It's a static grid Find the bottom of the classic web So we can name it fans fans fans But let's add an s to it fan Why is this s Because it's going to be an array

array All right, so all the variables we've been dealing with are single variables Then what?

Once though we've been exposed to numbers But I didn't create my own So let me create an array What is an array It's just a bunch of them I just said we want to take these four cockroaches Put all four cockroaches in one size How to put it I'm just going to put it in an array Ok, let me see. How do I do that Let's hit Compile Save You will find that This discovery came out

Let's just add, add, add He can have four You can put it here if you see it And then good You can add it all at once But there's a better way Let's get rid of this one What's a better way Click on this copy after you click on one This way it can be very fast I'll take the second one. See

And then copy it again and I'll pick the third one I'll copy it again and I'll take the fourth one It makes it easier to choose And that's better than four His lock quotes are 0123 square I can choose the way Okay, so how do I set random in this place Produce a cloth Let's take it out I said that before I got it

How do I get an element of an array Let's get a get You can get it out And then this is the index number We just had 0123 in this velocity We asked him to make one at random No matter what I don't know what 0123 is So we just let him be random Generate an integer

So it randomly generates an integer And then random integers in the range Because we can't go any higher than that So he's at least 0 and then what's the maximum We do this place Of course you can just type in a 3 Because he's at most 3, right So But there is a more scientific approach We're going to drag this fanses out and have a land

Its length Its length is just the number of items it has So what We can get it this way Its length minus one You have to subtract one Because if you don't subtract one It would have passed its boundary because It's four but our biggest number is three So it looks like this What's the advantage of this If we add one more thing to it So we don't have to change the break code

It's a little more convenient Okay, this place has to be readable Why do you write it like that As few constants as possible Try to use variables instead So we can connect it to the one that we created Uh, into the t let's click on it pejorative Oh you'll find this It would have made a difference But these three are kind of weird These three are weird

It sucks, it sucks, it sucks So we try our best It's good to use this one in large quantities And then every once in a while a bad one or two Okay, here we go. We just randomly generated it Look at every time I drag Every time he drags, he creates a new one New layout Ah, we can use this to find original creation A straight line like a fence Of course you can use it

We've seen splat splines before I don't know if I can do curved things Ah let's say I want to come here There's a stone wall on the side How do you make this stone wall We use this spline component and Construct script implementation good structure Let's create a hard graph let's call it BP this rocks

rocks wall. Rocks wall

rocks wall. Rocks wall Stone walls to drag up here We're saving time for this We can take this Fancy that we just created Ah, copy it copy it all over Because the code is basically the same Let's see how we can fix it, okay Run to this side of the hook to the script So let's see how we can modify this. Okay

First of all Let's put it right here and let's put it right here Let's add something called a spline component We've added this one before When I made the floating island Let's look at this sample Bar assembly The spline component ah is placed in this position Put it in this position So let's look at this spline at 4 Let me stretch it out a little bit Just a little bit longer

Save it good So with this spline let's add one more thing Let's get an integer That's the number of rocks It's how many counts the rock has And our count And the number of fences we had before It's the same thing All these places are the same But where it comes from we have to step on it We don't need this anymore It is and the other fence is not We turn it into stone, right

So we have this as you see this is grey No means it hasn't been created yet We can right click Create variable phases What do we change it to Change to rocks We don't use stones And then mutate I don't even need to change this But we need to add some rocks Look for the stone All right, we can throw in as many rocks as we want Throw a few away

So four rocks came in Of course you can lose more But we don't have to change this Because we're taking its length minus one good I can get rid of this physics simulation The simulated physics of that fence should also be removed It's gonna make a mistake Yeah. All right.

Yeah. All right.

I'm just looking at his position. How

We used splines to generate it Do you remember how to use splines before First we need to get the length of the spline How long the whole spline is And then based on this value Let's say we have 10 So we're dividing the spline into 10 pieces Ok, so let's divide this by PI Quantity of count The beautiful place can not understand

Let's say I want to generate 10 stones So what is the percentage of the spline So 10 divided by 10 divided by 20 divided by 30 Yes, that's right So let's multiply Multiply by ah The length of the spline Times this rock right here The percentage position he's in Ok, and then I'm going to value this

Let's do SPY It's called get distance The distance between the sampling strip and the spline is obtained Okay, so this is the same one that we generated earlier The floating island is the same thing Let's drag it out a little bit Let's use this number Where does distance come from It's going to be the total length of our spline times Now this one

The percentage of where the stone should be Let's multiply by the distance we're given And then what regive Is this location correct Give him a place Well, let's see Is equal to save And then take one We drag out the blueprints for that rock well What's the problem

He didn't come out with the stone because of this count No setting Let's start with 10 rocks Let's start with 10 rocks The default is 10 stones All right, 10 rocks are now stacked together Because I didn't take the spline away Now let's find the spline ah Because this black this spline is not found Take a look at this spline We put this spline a little bit Let's make it a little longer

It's a little longer by default You still can't see the spline Ah, look here You have to look here Click on this base key You can do it by pressing gay on your keyboard What about now We can put the spline in this way Let me drag it out and then The same thing can turn it into a curve Okay, so on this side, you can put it I'm going to add a dot here

And then again Let's drag and drop again good In this way a stone wall can be made But you'll find the stone a little awkward They're too identical and they don't rotate We can do this Add a little bit more Let's randomize the rotation again That's fine Well, don't spin the X-axis and the Y-axis I'm going to rotate because this is going to rotate The stone may turn into one The bottom will be pierced

So let's rotate the z axis Let's expand it out Let the z axis randomly generate a floating point number Produces a floating-point number To generate a floating-point number in the range Let it spin automatically How many degrees?

Any number between 0 and 360 degrees So I can rotate this axis It's the same size Size We can also do a random floating point number Well, random recovery It can be between 0.6 times and 1.2 times Well, here it is It won't look the same How about we see this Oh, it's so far apart We can increase the number of stones a little more Let's count this

Eyes open well You can see that you are constantly changing Every awareness of it creates a psychological change Let's make it 30 Well, here it is You can create a stone wall like this Create a stone wall Ah, the one we use is called a spline The spline component And we can stretch it out Because there are a lot of them We can stretch it out a little bit

Good random to create a stone wall We've already created it before we hit run Right? This is it

Right? This is it Uh, construct the script and what it does Construct the script for this purpose

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