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How to Make a Horror Game in Unreal Engine 5 - Full Beginner Course

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FULL TRANSCRIPT

0:00

what's up guys welcome to new Unreal

0:02

engineer 5 tutorial today I am going to

0:04

show you on how to create a complete

0:06

first person horror game it will cover

0:08

all the things that you need you will

0:10

end up with a true first person

0:12

controller an intelligent AI that will

0:14

be searching you a system to hide in

0:16

cupboards and much much more this can be

0:19

a very easy build to follow so let's get

0:21

started

0:22

alright so the first thing that we need

0:23

to do is create a new Unreal Engine

0:25

right in my case I will be using the

0:27

latest Unreal Engine version 5.2 in your

0:31

case you can use a potara version you

0:32

want but I recommend using the one I'm

0:34

using right now or above so we are going

0:38

to go ahead and select the third person

0:39

template

0:40

this is because we are going to be

0:42

choosing the true first person approach

0:45

which will mean that we'll place our

0:47

camera inside of our character's head to

0:50

create a super realistic effect

0:52

so this is like blueprint the entire

0:55

platform will desktop a moment whatever

0:57

you prefer because the preset you can

0:59

choose whether it's better for your

1:00

Hardware sorry content I recommend to

1:02

take that on it will give us some tools

1:03

that we can use later on rate racing

1:05

depending if you want it or not and your

1:07

Hardware supports it then select a prior

1:09

location and lastly a bright name so

1:12

let's go ahead and put so horror game

1:14

and let's go ahead and hey great all

1:17

right so the editor has opened so when I

1:20

create a new product what I like to do

1:21

is go into window go into the content

1:24

browser and just place it over here in

1:27

the bottom part of the screen I just

1:29

preferred to have it fixed so I can use

1:31

access my assets way easier okay so as

1:34

you can see right now we just have our

1:36

third person character and so on so

1:38

let's go ahead and put our camera in the

1:40

player's head to get that realistic

1:42

motion and effect let's go into third

1:44

person Blueprints and open this up

1:52

and now what we can do is go into the

1:54

viewport and we can get our camera boom

1:57

and just go ahead and put our armlet to

1:59

be a zero so now we'll be like without

2:02

any separation whatsoever applicants get

2:05

our camera boom and just put it inside

2:06

of our player's mesh and now as you can

2:09

see it's a child so now we have the

2:11

option to Anchor it into a socket

2:13

basically we're going to Anchor it into

2:15

a specific bone in this case of course

2:17

it will be our head so you can just put

2:20

it in our head there now we're going to

2:21

go ahead and go into the location and

2:23

reset this so now it'll be perfect there

2:25

and we're going to put it a bit forward

2:26

as you can see over there so now as you

2:30

can see when I press play we have our

2:32

camera inside of our player's mesh and

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we can move around but there's still a

2:37

few things that we have to change right

2:39

now you can go backwards and you face

2:40

the camera mesh and so on there's a few

2:43

things basically so what we're going to

2:45

do is go and go and select the character

2:48

movement component go down into the

2:51

rotation settings and disable a range

2:53

rotation to movement because now if we

2:55

are going backwards we don't want our

2:57

character to rant backwards because it

2:59

will see our message we did

3:01

let's also go into the class defaults

3:03

search for jaw and enable this this will

3:06

basically turn the camera uh basically

3:08

the whole player to where the camera is

3:10

aiming as you can see so now we have

3:12

Peak controller perfectly set it up now

3:14

let's go ahead and make one thing so our

3:16

camera can be a bit more smoother

3:19

basically it's a very good trick so what

3:20

I can do is Select our camera boom and

3:23

search for lag and here I can enable

3:26

camera rotation light and then in the

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camera rotation like speed this person

3:31

like seven and now if I compile go back

3:33

here as you can see now the camera is

3:35

super smooth and also it will give us

3:38

like a type of horror movement effect

3:40

now maybe it's a bit too

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smooth and to you know with a bigger

3:46

transition

3:47

and interpolation so the smaller this

3:50

will be the greater decimal thickness

3:51

will be right now it's very look it's

3:54

very harsh but let's put it something

3:56

like maybe uh nine or something like

3:58

that you can play around with the

3:59

settings to what you want but I think 9

4:01

will work great for me as you can see

4:03

now it's also select the character

4:05

movement component and let's go ahead

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and uh put the max work speed to be

4:11

maybe around 350 so it will be more like

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you're walking and a bit more horse you

4:16

can see so now we have a full body eye

4:19

case you can see full camera movement

4:21

with a resting head Bobby motion

4:23

smoothness and everything so now we can

4:26

go ahead and continue on as we have our

4:28

player movement set up so now let's go

4:31

ahead and create a flashlight for our

4:33

player so let's go inside our follow

4:36

camera and let's just go ahead and add a

4:39

spotlight and this will be our flash

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light over here so we can put a bit more

4:46

forward so it will not be overlapping

4:48

with the camera we're gonna put a bit

4:50

more and we can change the intensity to

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get what we want and so on we'll play

4:54

around with the values in a second but

4:55

basically the inner cone angle has to be

4:58

a bit bigger and maybe the outer cone a

5:00

bit smaller so it'll be like basically

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concentrated area in the inner angle and

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then the outer angle like a more of a

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outline you know tone own out type of

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light intensity so we can play with the

5:13

settings I can just go you can see now

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we have a cool flashlight you can change

5:17

about the intensity you know the angle

5:21

we're gonna make it a bit smaller so um

5:23

you can play with that of course right

5:25

now we don't have our environment or

5:26

scenes that object so it's daytime so it

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would not be re notable as you can see

5:31

it is already looking pretty cool so we

5:34

have our flashlight ready set up now

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let's go ahead and make that we can turn

5:37

it on and off so for that let's create

5:39

an input so let's go into this third

5:41

person folder input into one

5:43

and inside of actions we can just create

5:45

right click go into input gradient in

5:47

production this will be EA underscore

5:50

slash light and let's go ahead and open

5:53

this up make sure that it is set as lead

5:55

to blue because the input is on we don't

5:57

have to really change anything

5:58

everything might be full work but now we

6:00

have to go into the asset collection and

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it's added so our player can use it and

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now we can assign a key in this case let

6:07

me put to be maybe L as you know

6:10

flashlight or light well actually if I

6:12

think it will be a bit better you can

6:14

input whichever you want really and now

6:16

with that I can save go back in a third

6:18

person character and let's go into bang

6:20

back so now we can use our action event

6:23

as we use it in here

6:24

is right click EA underscore flashlight

6:27

and um here what I can do is create a

6:30

new Boolean and this will be flashlight

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and active let's say

6:35

so now we're going to get our flashlight

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and make it not Boolean

6:39

so if it's not on into a branch so a new

6:43

statement I'm gonna put any start that

6:44

one so when you start to press the key

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so if we don't have our flashlight

6:48

active right now we're gonna enable it

6:50

so I can just go into the flashlight

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and just set and now there's a few

6:56

things here we can set the visibility

6:58

and this will be true

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but now for our uh pause Clinic you're

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gonna copy paste this and this will be

7:06

false and also going to select the

7:08

flashlight in my component and set up

7:11

the disability to be disabled at the

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beginning so you won't have your

7:15

flashlight still at the start so now I

7:18

can turn it on and off as you can see

7:19

well not off because

7:22

um

7:22

we didn't set the ebullient so now of

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course when you interact with it this

7:27

should be now it is true and here now

7:29

this should be when it's false because

7:32

if not of course the variable will not

7:33

update so we're gonna never go into the

7:35

other option right so now we can turn it

7:38

on and off so let's just add a quick

7:41

sound over here in my case I'm going to

7:42

add it in both places so I can just put

7:44

it at the beginning and it will be used

7:46

to play sound I'm Gonna Be Too Deep

7:48

nothing crazy and now we have a few

7:51

things I'm going to be placing probably

7:53

the click on bottom it will sound good

7:56

now let me lower a bit to maybe 0.7 and

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now with that said when I interact with

8:02

my flashlight I put a little sound

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as you can see so we have now our

8:07

flashlight set up so that we go okay so

8:10

now what we are going to do is create a

8:12

sort of drawer that we can hide from our

8:15

AI that will be chasing us and so on so

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what we can do is just right click

8:20

create a new folder this would be

8:21

blueprints so I think it will be

8:24

organized which is key when creating a

8:25

pride and I'm going to right click and

8:27

create a new blueprint class in this

8:29

case it will be an actor because it will

8:30

just be played in a world and we can

8:32

interact with that let's name this BP

8:34

underscore like drawer I mean you can

8:37

really change it later on to whatever

8:39

you want it doesn't need to be like a

8:40

drawer but in this case I'm going to be

8:42

using a drawer

8:44

um so what I'm going to do is basically

8:46

just add a static mesh and in this case

8:49

because we imported our sorry content we

8:52

have like a door frame and so on which I

8:54

will use I know it's not really a drawer

8:56

but whatever it will do the job so let's

8:58

select our drawer frame here

9:01

and then let's also just change the name

9:03

to uh USB frame let's duplicate this

9:06

this will be the door itself and I can

9:08

just go here inside the door and just

9:11

move it to be inside of it kind of

9:14

and let me snap it

9:16

there we go and let's go ahead and

9:19

rotate a bit by default so it will be

9:21

open

9:22

I'm making this highlighter on his open

9:24

my before not

9:25

um but with that said make sure that the

9:27

equation is set to block all dynamic and

9:31

what we're going to do is now also just

9:34

add a new component and in this case

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this will be a cube and this will be

9:39

used to be the side one

9:41

and basically Also let's put the door

9:43

inside the frame so it's a bit more

9:45

organized we can use neatly put it there

9:47

and inside one will just be basically

9:49

squash like that

9:51

um maybe we can make it a bit smaller

9:52

like plenty one

9:54

and just put it in one of these sides

9:56

here

9:57

and basically it will just fill in the

9:59

Box okay

10:01

um so let me just do this over here

10:03

like this

10:04

like this uh yeah I guess I guess it

10:07

would be cool I made a bit bigger like

10:09

this okay and then you're gonna just

10:11

duplicate this put it into the other

10:13

side and then duplicate this just go

10:17

ahead and no ee no site three and then

10:20

rotate this like this

10:22

around 90 degrees and just place it on

10:26

the other part now I'm doing this real

10:27

quickly but you can put a bit more

10:28

detail into it and gonna just double

10:31

this and this will be the floor you

10:34

could say and I just rotate this minus

10:37

10 degrees and make it smaller pour it

10:40

into the ground like this

10:43

great it up and then just duplicate this

10:46

this will be the ceiling we can say and

10:50

now we just put this into the top and

10:52

now we have our box and we can select

10:55

all the size and floor and signaling and

10:57

whatever and we can supply a wooden

10:59

material and which we have with the

11:01

sorry content for example this one I

11:03

made this a bit too maybe this one yeah

11:06

yeah you can play with that with that uh

11:08

okay so that's great I can also change

11:10

the element here to be also some wooden

11:15

you know aspect let's do also this and

11:19

wood

11:20

let's put this one here there we go and

11:23

we have our drawer over here I can just

11:25

drag it into the scene you will see here

11:27

and maybe it's a bit is too small I see

11:30

you in a second

11:31

uh it's great okay so I can go here and

11:35

you can see I could go inside and there

11:36

we go

11:37

you can see that our door doesn't have a

11:40

collision even though we have has set

11:42

here the local Dynamic this because the

11:45

mesh itself doesn't have one so I can

11:47

just double click in the mesh to open up

11:49

and just go into collision and add a box

11:52

75 collision and I'll just add a simple

11:54

box around it and now you can see that

11:56

it will have a collision so I can just

11:58

go here and I can now Collide and then

12:00

we can later on and shut it and so on

12:03

let's go ahead and add you say trigger

12:05

so we can interact with Pip so in our

12:06

drawer let's select the root is add a

12:10

box collision and this will be our

12:13

distributor so when we go ahead and go

12:15

through here we will need to be able to

12:17

enter or exit whatever you want let's

12:19

just fill it in a bit here and just fill

12:22

in like this make it thinner

12:25

and you just cannot put him in a bit of

12:27

the side maybe bigger like this you can

12:30

play around with the trigger and make

12:31

sure the distance as overlap or dynamic

12:34

and let's go into the on component begin

12:36

overlap and on here gonna get the actor

12:39

just cast to the third person character

12:42

and making sure that it is our purpose

12:45

gather which is interacting and if so we

12:48

are going to use right now print and

12:51

this is a test over here so we'll see

12:53

when I go here

12:55

I'm going inside my box you can see

12:57

Hello in the top left corner of the

12:59

screen so that will work

13:01

um but we're going to do instead is go

13:03

ahead and create an interface uh

13:06

interaction so we can just press the E

13:08

key and enter exit whatever we need so

13:10

let's go ahead and do so so let's go

13:12

into third person folder input actions

13:15

right click input action EA underscore

13:20

interact we don't need to even open by

13:23

default will be okay I can just go into

13:25

the collection add a new mapping and

13:27

this will be our EA interact I'm gonna

13:30

assign the E key over here save close

13:33

that we go and I can just go into my

13:35

third person character right click over

13:37

here EA interact and then I can just go

13:41

ahead and you say get overlapping actor

13:46

sorry we don't need to do a for each

13:48

Loop so we'll go through a loop from

13:51

every object of an array in this case

13:53

the array will be the get overlapping

13:55

actors and this because if we are inside

13:58

this trigger up here it will be inside

14:01

uh our character will be overlapping

14:03

nectar in this case we can interact with

14:04

it

14:05

uh so now we're gonna leave the glass

14:07

filter into so it will detect any object

14:09

that we want and now we're going to do

14:11

is create an interface so let's go into

14:14

blueprints right click go into the

14:16

blueprint category create a blueprint

14:19

interface BPI underscore interaction

14:24

let's open this up the new function will

14:26

be interact and we're going to generic

14:28

like this compile save and close and now

14:31

I can just go here and say interact and

14:35

it will be that now of course we are

14:37

only going to be doing this if it

14:39

contains that interface so we can just

14:40

do a does implement interface

14:43

BPI interaction and make a branch

14:48

and we'll only continue to sell so

14:50

basically you're going to be wondering

14:52

why do we do an interface well an

14:55

interface will allow us to communicate

14:57

between different blueprints by not

14:59

directly casting so I would not need to

15:02

do what I did here about casting into

15:04

this specific third person on whatever

15:05

so on uh or even even using the beginner

15:09

overlap basically it will detect

15:11

whatever object I am overlapping and if

15:14

that object contains the interface I can

15:17

interact with it so to add an interface

15:19

into an object that I can interact I can

15:21

go into class settings implement the

15:23

interface at BPI

15:26

interaction and now I can just go into

15:28

the interface section double click and

15:31

as you can see when whatever or interact

15:33

I play interacts with something it will

15:35

be called the code from here so in this

15:37

case we will put our camera to be inside

15:39

of it and so on

15:42

so basically what it would do is get the

15:45

player

15:46

uh character and set the uh transform

15:52

in this case will be the actor

15:54

Transformer

15:57

so we'll basically just change the

15:59

location and rotation to be inside

16:01

against right click the transform have

16:02

different anchors over here and let's

16:05

just go into the root and add a skeletal

16:07

mesh and this will be a reference point

16:09

so I can just add my money or I think

16:12

we're using Queen right now it doesn't

16:13

really matter but uh Queen simple and I

16:17

can rotate it

16:19

put it in place and basically our player

16:22

will go into that point when we you know

16:25

move it inside basically and I can just

16:28

make sure that the Collision are

16:30

disabled and also let's go and enable

16:32

hidden in game because this is only for

16:35

us to see and to put in the rotations

16:37

put a bit up so now I can just get the

16:40

reference

16:41

get the in this case will be the world

16:43

okay so the world location and put it

16:46

there actually work and instead you just

16:48

get the weld transformed right click

16:51

split it and now we have all the things

16:52

so I think it's directly plastic uh one

16:55

only one another so now basically when

16:57

you interact with it it will go into

16:59

that position we can test it out and go

17:01

here

17:02

I'm inside the box I think press e you

17:05

can see that now I am inside and I can

17:06

go outside too uh we'll should also

17:09

close the door so what I can do is use a

17:13

rotate the door a bit

17:15

so by default it will be like this

17:18

um so I can just go ahead and get the

17:20

door

17:22

set rotation in this case it will be the

17:25

relative rotation because it is in local

17:28

from that blueprint and right now the

17:30

rotation is this this one right

17:33

um but I would change it so I can split

17:34

this to be at zero yeah exactly zero so

17:38

like this will be great

17:40

so you can go hear him

17:43

enter you can see the door will be

17:45

locked I can go out or anything I can

17:46

see my AI going out and everything will

17:49

just work let's also quickly just make

17:50

that we can go out of the driver of

17:53

course

17:54

uh so what we're going to do is use a

17:57

cleaning variable inside well you can

18:00

say yeah inside I think

18:03

and then here we're gonna be 783 through

18:06

uh and then I'm gonna make a branch and

18:10

this will only continue of course if

18:13

it's not inside so if we are not already

18:15

inside we will go inside right and if

18:20

not and be setting inside to be false

18:22

and we can put our player to be out so I

18:25

can just get a reference and change the

18:27

name to be the reference to be

18:29

reference inside

18:31

and I'm gonna duplicate this and put it

18:33

to be forward there and this will be the

18:35

reference

18:37

outside

18:41

there you go now I'll move my player to

18:44

be outside so I can just get this

18:46

and basically cut all this copy paste

18:50

put it here in this case OBD reference

18:53

in uh outside sorry

18:57

so this is yeah outside

18:59

so I'll be moving my player to be

19:01

outside basically and this set into

19:03

false and then door we're gonna put I

19:06

think it was I don't know how much this

19:08

value so just copy it paste this in zero

19:10

instead sorry

19:14

uh okay I cannot be like 100 maybe yes

19:18

okay

19:19

and with that I should go ahead and work

19:22

of course our trigger will need to fill

19:24

in the interior a bit more too because

19:26

now we will not be overlapping so I can

19:28

just go select my trigger and use

19:31

expand it and put it more inside

19:34

thing like that will work so I can get

19:36

to go

19:37

press e to enter I will be enter uh can

19:40

I go out to whatever my door is closed

19:42

press e again I will exit my door is

19:44

open everything will go ahead and use

19:46

work without dropper so now we can hide

19:48

from my AI when it's created of course

19:51

okay so let's make some footsteps so

19:53

first of all let's import our audio but

19:55

for that let's right click and create

19:57

new folder let's name it audio and now

20:00

can just go ahead and import my uh

20:03

footstep in this case I will be limited

20:05

description you can get the same one as

20:07

me just drag it into the account browser

20:09

as you can see

20:11

we should be able to import it

20:14

import post tab drag it here there we go

20:18

I don't know what happened now we have

20:20

it here uh so we can play it so we're

20:23

going to do is just right click and

20:25

create a in the audio category what is

20:28

it

20:30

how did we go meta sound swords Ms

20:32

underscore footstep so basically right

20:35

now we only have one clip which is this

20:38

one and we play a lot of times it can

20:40

end up very repetitive so what we can do

20:42

instead is change a bit the pitch every

20:44

time that we play so it will sound like

20:47

a variation but actually we only have

20:49

one clip so we'll basically do some code

20:51

let's double click this and just go and

20:55

use play

20:57

with player mono so play a sound in this

21:00

case will be our wooden footstep and now

21:02

what we can do is put our output mono to

21:05

be here

21:06

in our unfinished on on finish and then

21:10

what you can do is get the pitch and do

21:12

a random load so every time we've played

21:14

we'll change a bit the pitch

21:16

which will make it sound a bit different

21:18

so now I can put for example the minus

21:20

between minus two and two so now every

21:23

time I will play it

21:28

it will sound slightly different and I

21:30

can basically increase it with the

21:31

boundaries

21:33

to make a sound even better so that's it

21:36

I can now just go close all this and

21:38

let's enter our character folder

21:41

mannequins entering animations Queen and

21:44

I'm gonna go into the walk forward

21:46

animation and I can start placing some

21:49

uh sound so I can just go into notifies

21:52

add a new track will be both steps

21:55

puts that and I use in the right ones

21:58

right leg

21:59

and now if I play sound and I can just

22:02

play my Ms footstep against Ctrl C go

22:06

here select this Ctrl B

22:08

click here Ctrl V click here you're

22:11

going to B and now I'll play

22:13

my first steps whenever that's done

22:16

you can see

22:18

that will work and now also let's create

22:21

a sound automation so it can be in a 3D

22:23

space so let's right click go into our

22:26

audio category go into speculation sound

22:29

alternation essay underscore character

22:32

because all these sounds that will play

22:34

will be through our character

22:36

so this will be our inner radius it'll

22:38

be like the inside this minimum radius

22:41

we can hear like in 2D so let's drop it

22:43

down to 100 or even 200 and then for

22:46

distance it's the max distance that we

22:48

can hear audio in this case I think that

22:50

100 and sorry 1700 will work but we can

22:54

test this out so let's quickly close

22:56

this open our add a sound and go into

22:59

Source automation apply our character

23:02

Automation and now if I drag it into the

23:05

scene you can see the two boundaries the

23:09

minimum one and the max one the next one

23:11

is a bit big maybe so let's drop it down

23:13

to maybe

23:14

1200

23:15

and it's a bit better yeah so I can just

23:18

press play

23:19

and it would be sounding in 3D and so on

23:22

so later on for creature Ai and so on

23:24

also okay footsteps will play in 3D

23:26

which will be very handy so now I have

23:28

our footsteps set up quickly

23:31

alright so let's begin to create our

23:33

creature AI so I'm going to do right

23:35

click gradient folder AI open this up

23:38

and just right click and let's go into

23:40

the blueprint class and open all classes

23:43

and let's create an AI controller

23:46

and this will be AI controller selected

23:49

let's call this VP underscore AI

23:51

underscore controller and this will be

23:54

for a creature or whatever we have as an

23:56

enemy uh so now we can just open this up

23:59

go into the events graph and on here

24:02

we'll go ahead and run Behavior three

24:04

now we'll go ahead and create the video

24:06

in a second so let's do that right click

24:09

go into article intelligence create a we

24:12

have a 3 BT underscore Ai and then right

24:16

click and create another Blackboard

24:19

underscore AI so basically the

24:23

Blackboard will be assigned into a

24:25

behavior tree so the Blackboard will be

24:27

a list of all our variables that we can

24:30

use throughout our Behavior tree when we

24:32

started to touch it you will still have

24:33

it there but let's open up our AI

24:36

controller let's assign that we have a

24:38

tree so it will run it

24:40

and then close this up and let's open

24:43

our Behavior tree and let's make sure

24:46

that we have our Blackboard selected as

24:48

the one that we created wait so let's

24:49

close this and now let's create our

24:52

character blueprint our actual AI

24:55

right click blueprint class character BP

24:58

underscore AI let's open this up mesh

25:03

assign a character let's use perfect

25:04

sample many simple let's put it in the

25:07

correct position so minus 89 over here

25:09

and then minus 90 over here and now in

25:13

the name class I can just put ABP menu

25:15

so I have the animations that it has

25:17

great so I can now go into the class

25:19

defaults search for AI and this is very

25:22

important we have to go and change the

25:25

auto business AI to be in place in both

25:28

or spawned and this one is just a

25:30

prevention a thing that I like to do you

25:32

can just in case later on you spawn or

25:35

in your AI instead of manually placing

25:37

it in the level because I'm not the AI

25:39

will not be assigned it will not work

25:41

and you'll see why it's not working

25:43

whatever and it's just because this was

25:45

not correctly set up so like this will

25:46

work and then the most important thing

25:48

is changing the AI controller class so

25:50

let's change that to our one that we

25:52

created which is BP AI controller so now

25:55

I can use compile save and I can just

25:58

close this great so now we have our AI

26:01

created and assigned so I can just go

26:02

and drag it into the scene now there's a

26:05

thing that we need to do in order to let

26:07

our AI move around our scene and just go

26:09

in to quickly add to the thread go into

26:12

volumes and add a nav mesh bounce volume

26:15

so let's go ahead and fill in the whole

26:18

scene so I can just change the scale to

26:19

be locked and spell like 20. now it will

26:22

just fill the whole screen uh screen not

26:24

seen and now if I press play uh P sorry

26:28

you can now see the whole routes that

26:31

our AI will be able to navigate so

26:33

that's great uh you can just press P

26:36

again and there you go of course right

26:37

now our air will not move because of

26:39

course there's no logic so let's start

26:41

to create our logic let's go and open up

26:44

our behavioral tree and what we can do

26:46

is get from the root and add a selector

26:48

so we will have two sequences we have a

26:52

new sequence over here which will be use

26:54

the search AI

26:57

well search player sorry

26:58

and this one it will just be run uh

27:01

randomly you know going through the

27:03

level searching the player and then

27:05

we'll have another sequence which will

27:07

be

27:08

chasing player and this one the you know

27:12

enemy AI has already seen the player and

27:14

will start to chase it so for search

27:16

player let's go and create a new task we

27:19

just click this button over here and now

27:21

in the AF folder let's create a new

27:23

folder tasks

27:25

let's open this up and this will be our

27:28

BT

27:31

underscore task underscore and this will

27:34

be uh new and used ROM around

27:38

and now we can just enter in this task

27:40

so let's add the begin play of the task

27:43

which is in their functions of write

27:46

receive execute AI just like the

27:47

gameplay of our task so when the you

27:50

know test is being executed so on here

27:53

we're going to do is get the control

27:54

pawn and just do a AI move to

27:59

and this will just sorry I need to add a

28:02

a move to without putting any values

28:04

there we go now the pawn will be all

28:06

controlled Pawn which will be our AI and

28:09

then our destination we can just do a

28:11

random point

28:14

and get random reachable point and

28:16

radius this would just get a random

28:19

Point okay our origin we can just get

28:21

the actor location from this

28:24

and then we're going to search around

28:25

let's do uh 3000 from this point

28:31

great

28:32

so now when we put this 120 and then

28:37

they can just do in success

28:39

I can just do uh

28:43

it was what was the

28:48

um finish execute there we go and this

28:51

will be a success so ticked on and on

28:54

fail it will be well

28:56

I'm taking the success and there we go

28:59

so now our AI should wander around our

29:01

level let's go back into the heavy tree

29:04

and search player against add my task

29:07

which I created which is the ROM around

29:09

and now when that finishes executing I

29:11

can just add in the right a weight so I

29:14

can lose weight for example uh three

29:16

seconds right so our AI will wait three

29:18

seconds now this should work if I press

29:20

play or else should start to walk around

29:23

our level stop for three seconds and

29:25

then go and search again another point

29:27

so that's working let's also go ahead

29:29

and start to you know add some

29:31

animations and smooth out the movement

29:33

you can see when he turned it was like

29:35

very Snappy

29:37

let's go ahead and do so

29:39

so let's go into our bpai blueprint open

29:42

pool blueprint editor uh go into the

29:45

class defaults and disable job because

29:48

that would just overwrite the rotation

29:51

to be very Snappy we don't want that

29:52

instead we want to go into the other

29:54

approach we should select the character

29:56

movement component go down and enable

29:59

orange rotation to movement so basically

30:01

rotate to where it is moving and with a

30:04

smooth interpolation so we just look

30:06

much better great so with that said we

30:09

need to create a new animation blueprint

30:11

so let's go here into the AI folder

30:14

right click animation blueprint

30:17

let's go select SK mannequin create ABP

30:20

to animation blueprint underscore and

30:23

this will USB AI now for that let's also

30:25

right click animation Legacy and create

30:28

a blank space 1D let's select again our

30:31

SK mannequin and now we can name this AI

30:34

underscore plan space 1D so with our

30:37

band space what we can do is translation

30:40

between different animations depending

30:42

on the value in this case it will be a

30:44

speed so in the horizontal axis against

30:46

speed and then the maximum b600 because

30:49

it's our Max right now walk speed for

30:52

our AI if you guys can see 600 uh

30:55

actually we'll go ahead and drop it down

30:57

to 350 also you know actually 300 so

30:59

it's a bit less than the player and

31:01

let's change that to B300

31:04

and then we're going to do is enable

31:06

snap to wait it will just make things a

31:08

bit better and now I can start to drag

31:10

in my animation so let's search for idle

31:12

in this case I think we're using the

31:14

menu for AI so let's use the mm let's

31:17

drag it and the left part of the screen

31:19

and then let's search for a walk and

31:22

let's put it and it will be the fourth

31:24

mm once again put it into the right and

31:27

now if I hold Ctrl as you can see and

31:29

drag it across the timeline as the speed

31:31

increases I will be transitioning

31:33

smoothly between both animations that's

31:36

great I can just close this and open up

31:38

my animation blueprint and here what I

31:42

can do is get in my AI blend space and

31:44

drag it in and connect it now depending

31:46

on the speed for example if I put here

31:48

300 it will start as you can see through

31:51

walk let's put back to zero and go and

31:54

right click and create a variable

31:55

because this speed should won't need to

31:58

be you know controlled by our AI moving

32:01

in the scene in real time so we can just

32:03

go into the then graph from our owner

32:05

that is controlling this animation

32:07

blueprint against get the velocity

32:10

and from the velocity I can just use

32:12

this Vector length node to convert it

32:15

into nice float so now I can just use it

32:17

in here so I will be setting the speed

32:21

great so that should work I can go into

32:24

my AI mesh and now just putting my ABP

32:28

Ai and now the animations should go

32:30

ahead and work let me also start to

32:32

close some things around because I have

32:34

a lot of tabs open and as you can see

32:36

the AI will start to work with its

32:39

animations and you know work very

32:41

smoothly another thing that we can do is

32:43

smooth out a little bit more of the

32:45

blend space so we can just go here and

32:47

add some smoothing time like literally

32:49

like 0.2 seconds that would be enough

32:50

and it will just make a more realistic

32:53

movement so there you go

32:55

so let's go ahead and make that our AI

32:58

can sense our player and start to chase

33:01

him and so on so for that let's open our

33:04

bpai and I'm gonna be adding the pawn

33:08

sensing component and let's go ahead and

33:11

hit enter as you can see now we can

33:13

change things this is the side radius

33:15

and the sensor interval and the vision

33:18

and so on so let's drop the vision to be

33:20

around maybe 70 degrees so I'll be

33:22

players something inside of this and

33:24

then we're going to be stable here

33:25

notices and make sure that c pawns is

33:28

enabled only intense players are going

33:30

to be enabling this because we will not

33:32

have any more ai's in the level unless

33:34

you want to have more in that case then

33:35

settle that by Gonna Leave It enabled

33:37

and then updates should be enabled so

33:40

with that said

33:41

um so you can see now we should be able

33:43

to see our players so on C Pawn we're

33:46

gonna be making sure that that's our

33:47

player in this case I'm going to be

33:49

doing a tech so hashtag because it's way

33:52

more efficient than just casting into or

33:56

third person

33:57

succeeded we know it is a player I think

34:00

a better option is just to create attack

34:01

so what we can do is go into our third

34:04

person connect blueprint which you know

34:06

we shouldn't rename to first person so

34:08

let's do the BP underscore

34:11

first person

34:13

there you go let's open this up and I'm

34:16

gonna be changing and the class defaults

34:18

tag I'm gonna be adding an actor tab

34:21

okay not for a specific component it's

34:23

going to be an overall so in the actor

34:25

one and it's gonna be is player now make

34:28

sure there's no spaces or whatever it

34:30

has to be exact so now here I can just

34:32

type player and again it has to be exact

34:35

okay no errors let's make a branch so

34:38

this is true it means that it is our

34:40

player so what we can do is get our AI

34:43

controller

34:47

there we go and now what I can do is get

34:49

our Blackboard

34:51

and

34:52

this will be also sell so we're getting

34:54

our AI controller getting the Blackboard

34:57

as I mentioned before the Blackboard is

34:59

all of our variables that we can use

35:01

throughout the behavior tree and so

35:03

let's create a new platform variable

35:05

let's go into AI VD Ai and let's go a

35:09

new key and this will be seeing player

35:13

my people will be you know close so now

35:16

we're going to do is go back into our Ai

35:19

and here it will be set

35:21

value as Boolean so there's no accessing

35:25

of like if we are a normal variable of

35:27

you know just getting the example the

35:30

speed or whatever is universal so it's

35:32

any variable that that is a bull but

35:35

here we can pass the name so we're going

35:37

to make little name and here will be

35:39

well scene player which is the one that

35:42

we set up again the name has to be

35:44

exactly the same that is in here

35:46

actually I made a mistake and it's all

35:48

joined together so you know be careful

35:50

with that make sure to put that there I

35:52

think I

35:53

click that okay uh so now true here put

35:56

this here that Boolean will be true

35:58

because well it has seen the player

36:00

um so that would be great we are

36:02

enabling that variable there we go so

36:05

now let's go into our Behavior three so

36:07

let's open this up and let's add a

36:09

condition so what we can do to decide if

36:12

we go into this part or this part is

36:14

create a decorator so I can just go into

36:16

my search player right click and the

36:19

greater and will be a Blackboard because

36:21

we'll be seeing a Blackboard variable in

36:24

this case we're gonna be selecting our

36:26

key which is our variable and skates

36:28

will be seeing player and in this case

36:29

will be if it's not set so if same

36:32

player is false we'll be able to go here

36:34

now in a port we're going to be putting

36:36

this so This basically if this result

36:39

changes so this variable changes will go

36:41

ahead and a board of the self uh

36:44

sequence go up into the selector and

36:46

then decide whether we go here or here

36:49

and James and player gonna do the same

36:50

thing but the opposite if it's set so

36:52

just right click add the creator of

36:54

Blackboard select our scene player this

36:57

is very important make sure it's not

36:58

cell Factor these are variable which is

37:00

same player and then in this case it

37:02

will be a set and once again itself so

37:04

we can later on a board and decide if we

37:06

go into another one all right so let's

37:08

create a new task which will be from our

37:11

blueprint base and so important this BT

37:14

underscore task underscore no B Chase

37:17

player

37:19

so let's go ahead and open this function

37:20

receive execute AI so select the

37:22

beginplay of our task and now on here

37:25

what we can do is just do an AI and move

37:27

to

37:29

and I can spouse our control Pawn into

37:31

the pawn and then Target against b or

37:35

get player

37:37

character so be following our player now

37:40

destination we have Atari actor we can

37:42

leave it as default uh the acceptance

37:44

radius let's drop it a bit up in 220

37:46

because if not it will get too close to

37:49

the player and it's a bit messy and then

37:52

on success I'm going to just do a

37:54

on I don't even remember uh how is the

37:58

the other

38:00

uh finish execute okay the note uh so

38:03

finish execute this will be true and

38:06

here it will be false and you know there

38:09

we go so that would be great that will

38:11

be said

38:12

um everything we should use this works

38:15

so let's go back into our Behavior Tree

38:16

on here we're gonna go ahead let's drag

38:19

in our task which we created we just

38:21

Chase player and then every time we can

38:24

just make it white or maybe you know 0.1

38:26

second so it can be a bit you know

38:28

smoother and livable space so that

38:31

should work if I now press play or

38:33

should see us you can see now it's

38:35

chasing so everything is going ahead and

38:37

you know working uh so that's great now

38:40

of course we should make that we can

38:42

also you know escape from our player uh

38:44

enemy sorry but first of all let's make

38:46

that he can catches and so on

38:48

all right so to set our attacking we're

38:51

going to be importing an animation in

38:53

this case I will be leaving this free

38:54

animation asset pack in the description

38:56

you just go ahead and get it and unzip

38:58

it and you get all these animations in

38:59

this case we will be using this a third

39:02

push shop at second so you drag it into

39:05

our account browser into our AI folder

39:07

close this and now for our skeleton

39:09

instead of using the new ue51 we are

39:12

going to be using our old uh ue41 sorry

39:15

SK mannequin underscore content say

39:18

import all and now we have it over here

39:20

you can see the animation now works uh

39:23

basically we had to now it into

39:24

the Armenian fight but because we're

39:26

using the template we already have that

39:27

done so again it's right click uh sorry

39:30

it's a create a new folder put uh ue4

39:33

drag it in to move here and now I can

39:36

just right click go ahead and

39:37

lubricant and select the retarder

39:40

from ue4 to E5 and I can see that will

39:43

work I can choose now my AI folder okay

39:46

it and now you can see we have

39:48

the animation there perfectly going

39:51

stats grade uh everything we have it you

39:54

know set up

39:55

so now what we can do is play this

39:58

animation whenever our AI gets close so

40:00

let's right click and create an

40:02

animation Montage this will enable us to

40:04

you know play this animation from with

40:06

our power we want blueprint but to be

40:09

able to play an animation Montage let's

40:10

go into our ABP AI so to our animation

40:14

blueprint and then graph and we have to

40:16

add this node which is the default slot

40:19

and this will just enable us to play

40:21

animation montages in between it's very

40:24

important so now we're going to go into

40:26

our

40:27

um we have a tree add a new task from

40:30

our blueprint base task PT

40:33

you know BBT underscore task

40:37

and uh this will be

40:40

attack

40:41

player

40:43

and now this will be receive execute Ai

40:45

and on here what we are going to do is

40:49

basically play an animation and so on we

40:52

are going to be doing this from our AI

40:55

blueprint so we're gonna be

40:57

communicating

40:58

so what I can do is just go over here

41:00

and use cast to DP AI normally I do

41:05

interfaces but because we're all going

41:07

to be using one cast in this whole AI

41:09

system to just go ahead and use attack

41:12

every once in a while on our you know

41:14

enemy reaches our player it's okay to

41:16

use cast so on here what we can do is

41:19

let's close everything that we all need

41:21

in this case this okay let's go into

41:25

bbai and let's create a new custom event

41:28

just let you go that we don't need right

41:30

click custom event and this will be

41:34

attack

41:36

Ed player in this case it will just

41:38

catch it okay so now I can just go ahead

41:40

and play a montage

41:43

and it will be with this curtain with

41:45

the mesh

41:46

and the monster to play will be the one

41:48

I'll import it great so we're going to

41:51

be playing an animation let's make a new

41:53

variable in this would be attacking

41:56

and we're gonna only be you know

41:58

attacking if we are not already

42:00

attacking so let's get attacking again

42:04

not Boolean so if it's not true we can

42:08

attack okay

42:09

and then we'll go ahead and set up

42:11

attacking you know to be true because

42:13

we're attacking and then one is uh on

42:16

complete we're gonna be assigned to

42:17

false because if we finish you know

42:18

attacking and with that said in here

42:20

we're going to be doing a sphere Trace

42:22

by Channel but don't worry about that

42:24

instead we'll do in a second and

42:26

basically sphere Choice by Channel we

42:27

just create like invisible fear in a

42:29

specific position and if our player is

42:31

inside we'll apply damage or catch or

42:34

whatever we're gonna be just deciding

42:35

okay so with that said I can now go into

42:38

my task and I'll call attack player and

42:42

I will go ahead and do so and then from

42:44

that I can just make a bit of a delay in

42:47

this case more or less the animation

42:49

length so I can just open up the Montage

42:52

and I can see that it will be 1.27

42:55

seconds so I can just go here with 1.27

42:58

and then here do the Finish execute I've

43:02

or not finish execute there we go and

43:05

this will be your speed success you know

43:06

what I mean

43:07

so with that that's great everything

43:09

will just go ahead and work

43:12

um so now we can just go ahead and

43:15

really test that out but we have to edit

43:17

so instead of waiting I now gonna be

43:20

doing the attack

43:21

and it's because

43:23

um what is it what is it was a tech

43:25

player because when this is completed I

43:28

will go into this next one so now on our

43:31

plus play go here you can see it reaches

43:33

and we're doing the attack and

43:35

everything will just go ahead and work

43:36

so now let's go ahead and do the sphere

43:38

Trace answer one

43:39

so to do our Spirits let's go into our

43:42

BB AI let's go from our play montage and

43:45

just do a spirit Trace uh as to in this

43:49

case four objects so this will just

43:52

create an invisible sphere I just as I

43:54

just mentioned so let's create a point

43:57

which will create this sphere so let's

44:00

create an arrow

44:03

if I know how to type we go and this

44:05

will be our attack

44:07

Trace point

44:09

I'm gonna be pissing this a bit more in

44:11

front and up so the sphere will be

44:14

created around in this point so I can

44:16

skip this do get weld

44:20

location

44:22

and create there so they start and

44:23

endpoint will be there and actually the

44:25

endpoint what can do is just get the

44:27

world rotation

44:31

and then go ahead get the forward vector

44:35

and use times this by a value so

44:37

basically wouldn't get where the

44:40

uh arrow is looking which in this case

44:42

is in this direction I'm going to be

44:44

applying an offset so it will end here

44:46

so basically create more fun uh you know

44:49

let's say we could say uh like a not

44:52

cylinder but one of uh enlarged sphere

44:55

you could say and now against right

44:57

click convert this into float and it

45:00

will be like maybe 200 forward and I can

45:02

just add the wall location and this new

45:05

opposite unplug it into the end great so

45:08

with that said I'm gonna play array used

45:10

let's do like maybe 50. okay I'm gonna

45:12

play with that in a second the object

45:14

types will be what objects it will be

45:16

detecting so let's make an array and we

45:18

can use split Parts because our player

45:20

is a pawn and number rewind

45:22

value we're gonna make a branch so we

45:24

will only continue we have actually

45:26

detected something let's get our odd hit

45:28

and do a break so now we have all the

45:29

parameters and information about what

45:31

object we have hidden in this case let's

45:34

get a hit actor and let's do damage

45:39

to be damaged right apply damage sorry

45:42

that line damage there we go and we're

45:44

gonna play certain damage let's do like

45:46

10. now we're gonna be doing that it

45:48

will automatically catch you so it will

45:50

just fade and so on so really there's no

45:52

health or damage system but I just like

45:54

to use this you know just apply damage

45:56

because we can just use the receiver so

45:59

uh in the player side and just do the

46:01

fade and so on

46:03

so there will not be any health system

46:06

so we can put this in four duration so

46:08

we can just preview our last rear Trace

46:11

so now we can just go and we can see how

46:14

this works now what I also just did in a

46:17

cut which is uh basically reduce the

46:19

radius to 25 and put this to be 70 so

46:22

it's a bit better okay so I recommend

46:23

putting those two values

46:25

um so now you can see the spirit Trace

46:27

is perfect

46:28

um so now what we can do is send a

46:31

player when we receive that damage we

46:33

can just do the fade out and restart the

46:35

level and whatever we need so let's go

46:37

ahead and do so

46:39

so let's go ahead and close all the tabs

46:41

that we don't need open up the third

46:43

person with Brands first person

46:45

blueprint and now we're going to do is

46:47

right click and add an event which will

46:49

be event and any damage so when we

46:52

receive damage it will be called this

46:53

it's like its own Implement an interface

46:55

so on here what we can do is go ahead

46:59

and create a new widget

47:01

and then here this widget will basically

47:04

Fade Out everything and here we go also

47:06

go ahead and disable the input so our

47:08

player will not be able to move anymore

47:10

and we will play a sound in a second and

47:12

so on so let's go in to the content

47:16

browser you create a new folder click on

47:17

this UI open this up right click use

47:20

interface for a widget blueprint use a

47:23

widget that you'll be underscore and

47:26

this will be our Fade Out

47:30

let's open this up and now what we can

47:32

do is in the play add a canvas panel so

47:35

we can start placing things in our

47:36

screen let's add an image and now with

47:39

the anchors while holding Ctrl so the

47:42

left control I can just click this one

47:44

now we expand through the whole screen

47:46

I'm going to change the brush uh sorry

47:49

the color opacity to be you know dark

47:51

and I can split the alpha to be zero at

47:54

the beginning

47:56

um so with that said I can exchange this

47:57

name to be just the fade image and now

48:01

with that selected I can create a new

48:03

animation this will be fade

48:05

and now I can select this animation and

48:08

add that fade image so now I can start

48:10

adding keyframes so the first keyframe

48:13

will be the color and opacity with this

48:15

totally uh with the outline 0 so add a

48:17

key from here with this button now go M

48:20

maybe

48:21

75.75 seconds I can just open this up

48:24

for the output to be totally one so

48:27

totally opaque and add another keyframe

48:29

and now after some time I could go ahead

48:32

and fade out but we will not fade out at

48:36

this same animation because what we are

48:38

going to do is restart the level so it

48:41

will not make any sense because we will

48:43

not see I get to see that fade out uh

48:47

once again right that you know fitting

48:49

to back to the game so what we need to

48:52

do is every time that we start the new

48:54

game make it fade in and do the other

48:56

thing so now you can see I just press

48:58

play it will just fadar and we can just

49:00

play around with the timings and so on a

49:02

bit later so let's create another

49:04

animation and this will be made out

49:07

so really this will fade in and fade out

49:09

so let me just change the name over here

49:11

so they ask for out and fade I'm gonna

49:15

score it in and I will change the name

49:18

of the blueprint instead of Fade Out it

49:20

should be Fades okay

49:23

um so now I'm here I can just select my

49:25

Fade Out add my fade image and then it

49:28

will basically go from Full Alpha at one

49:31

it will be no pig to use uh 375 maybe

49:36

you know put in the alpha to zero and

49:38

keep framing so we'll do this

49:41

that's us what we got let's go into

49:43

graph delete everything let's make two

49:45

custom events so just right click

49:48

custom event this will be paid

49:51

in and basically in here we're gonna get

49:53

our fade in animation and just do this

49:56

play animation node okay

49:59

so we'll be playing that animation and

50:01

now right click right in the custom

50:03

event fade out and we'll do exactly the

50:05

same but with the other fade so I can do

50:08

Fade Out animation

50:10

play animation

50:12

and now with that said I can just go

50:15

into my player

50:16

create that WB face like it's created

50:19

and then go ahead

50:22

and use uh actually will need to create

50:25

it in the gameplay because we want to

50:27

also fade in so I just paste it here so

50:29

when the game starts it will be created

50:31

and now you can just right click promote

50:33

this to variable so face widget okay

50:36

and now I can skip this and add it into

50:38

the viewport okay so I'll add into the

50:41

player screen so right now will be empty

50:43

there will not be any Fades or whatever

50:45

because our office at the studio

50:47

but now in here I can just get my face

50:50

widget and do the fade

50:54

in

50:55

and it will just cover the whole screen

50:57

uh you will see that will work it's

50:59

going to my Ai and then out so

51:01

everything is working now let's go also

51:03

in the beginning play and do the Fade

51:06

Out

51:08

okay so it will just like start already

51:11

with the game like this

51:13

you can see it also looks very cool when

51:15

you start the game you know let's see if

51:17

our enemy AI seizures come on

51:21

we should play a sound so on but it is

51:24

gonna work alright so let's add our jump

51:27

scare sounds and so on so in my case

51:29

again I will be leaving them in the

51:31

description uh so here they are inside

51:33

the game start and jumpscar and so just

51:36

drag them into the audio folder over

51:38

here and now we have them so the jump

51:40

scripts like this

51:42

nothing crazy and then game start

51:44

it's a pretty so like

51:46

you know when when you started the game

51:47

with a fade out those little things adds

51:51

a lot into experience and makes it more

51:53

professional and Polished trust me

51:55

okay so let me just go into my first

51:57

person character when I do this I'm

51:59

gonna be play sound to D and in my case

52:03

I'm going to play in that game start so

52:05

when the game starts

52:07

let's find it

52:10

what is it

52:11

game start

52:13

okay let me just open this up audio game

52:15

start selected put there okay easy way

52:19

yeah it looks pretty cool and then let's

52:21

go into our thing here and we'll do our

52:25

Fade Out we'll also play a sound d

52:29

I'm gonna be doing our jump scare

52:32

so now when our guy detects us

52:37

and guesses

52:42

who played that sound which is really

52:43

cool and later on when we have the

52:45

environment and other sounds it will

52:47

feel much better okay right now it feels

52:49

a bit off but because there's like no

52:51

other sounds right now uh that's the

52:53

thing let's also just go real quick into

52:56

our enemy and let's just get rid so we

52:59

can select the Ctrl e to open this up

53:01

let's get rid of the the book type to

53:03

none so it will not get that line Trace

53:05

out there so there we go uh let's just

53:08

make better restart the level so I can

53:10

just make a delay of maybe a second and

53:14

then open level

53:17

in this case I will be opening again the

53:19

third person temp uh right now third

53:22

person nap

53:25

there we go

53:31

there we go we have the whole game

53:33

looped cool all right there we go so

53:37

yeah let's continue

53:39

okay so now let's make that our AI can

53:41

lose us because right now once it has

53:44

since you you know seen you it will just

53:46

chase you and whatever you do get out of

53:48

you know his side or whatever it doesn't

53:50

matter he will still chase you so uh

53:53

what we can do is open up our Ai and

53:56

what we're going to do is get the begin

53:59

play

54:00

so we're gonna be doing one thing the

54:02

thing is that the pawn sensing component

54:05

does not have any form of on stop scene

54:09

pound right so what we need to do is in

54:12

a constant Loop be disabling the same

54:14

player so every couple of uh seconds

54:18

will be disabled in this right

54:20

the thing is that the on C Pawn because

54:23

it has this sensing interval will be

54:26

also playing in a loop so basically as

54:30

this is playing in Loop if he is seeing

54:33

us it will be constantly be refreshing

54:35

to be true and the thing is that if we

54:38

go any Loop and be constantly disable in

54:41

this but with a lower rate and if he

54:45

sees us it will still be over Rhythm and

54:48

activating but if he stops seeing some

54:50

seeing us it will be

54:52

you know instantly be activated and it

54:56

will just work okay I don't know if it

54:57

made a lot of sense it's hard to explain

54:59

but once we get it working it will make

55:01

a bit more sense uh so basically let's

55:03

make this sensor interval a bit better a

55:06

bit better not basically more often so

55:08

we're gonna put this at point two

55:11

so he will send us uh more regularly

55:14

okay the more you know a higher rate now

55:17

the main clay let's go ahead and make an

55:20

uh timer

55:23

uh set timer by event and it will happen

55:26

every point for seconds or 0.5 we can

55:29

look at 0.5 so because this rate will

55:32

happen more often and this will have

55:34

like more priority basically so now I

55:36

can just make sure the looping is on

55:37

okay enable this looping this on and now

55:39

you skip the vent create a custom event

55:41

and this will be

55:43

um stop scene layer

55:47

so now I can just go and put this up

55:49

here this here I can just get this okay

55:53

and just get all this copy paste put it

55:56

here and now disable this okay very

55:59

important make sure to do the disabled

56:00

back let's put this here

56:03

get this over here

56:06

and put a bit up there we go

56:09

so now you will see that if we manage to

56:11

somehow you know escape from him he will

56:14

basically lose track of us and will

56:16

continue into his walk cycle so now he

56:19

sees us

56:20

and let's try

56:23

to hide him from him it's gonna be hard

56:25

there we go so he stops seeing says and

56:28

now he goes back into his patrolling as

56:30

you can see so that works now and he

56:33

sees it again there we go it's coming so

56:35

that basically goes ahead and works you

56:37

can see it's coming now we're having

56:39

this problem and is that every so often

56:41

because it's in a loop it will stop you

56:44

know

56:45

singers and so on uh so what we can do

56:49

is go

56:50

and police sensing interval to be very

56:54

very high so maybe 0.05 and this will

56:58

come and you know happen so often that

57:01

there will not be any no school thing

57:03

now still a bit uh noticeable so we can

57:06

just drop this bit up to maybe 0.8 and

57:09

you know 0.0 maybe two uh really this

57:12

doesn't consume a lot of power or

57:14

whatever and because our AI is a big

57:15

thing we can allow this right

57:18

um so now you can see that is

57:20

there we go no I don't we don't feel

57:22

anything and also look guys it also did

57:25

look a bit good it's like if it's like I

57:27

don't know possessed and all that's like

57:29

his vibrating a bit you know like it can

57:32

end up being cool but for now this would

57:34

be great

57:35

okay so now let's go ahead and set up

57:38

that you know we can actually hide from

57:40

our player over here so let's do that

57:42

and I mean I just realized that of

57:44

course because we already have been set

57:46

up against both and of course if it

57:48

doesn't catch me so let's put a bit more

57:51

out there now he's coming to me but if I

57:54

go and hide oh there we go because I

57:57

have my door and everything he will stop

57:58

seeing me so now he is going and

58:01

wondering again because that system is

58:02

already working so there we go we don't

58:04

have to you know manually communicate

58:05

with him that you know he's you know

58:08

stops seeing their player ultimatically

58:10

because we had the door and everything

58:11

he will stop seeing me and he'll go

58:13

wandering so that's already

58:14

automatically set up that's the cool

58:16

thing of making modular systems so there

58:17

we go

58:18

so let's go ahead and make the final

58:21

game Loop the end game basically you'll

58:23

need to search for a specific weapon so

58:26

an item in the scene and once you get it

58:29

you can basically equip it and once the

58:32

AI finds you can use when it's closed

58:34

you know go ahead and kill him and he

58:36

will win the game right

58:38

um so let's go into Blueprints and

58:39

create this weapon item however you want

58:41

to call it so it's right click whipping

58:43

class actor BP underscore and this will

58:46

be used let's say weapon

58:48

um and let's open this up so right now I

58:50

will not apply any model and I'm gonna

58:52

just go ahead and make a sphere okay

58:54

this is just a bit temporary don't worry

58:55

about that okay but there we go and I

58:57

can change the material to be uh maybe

59:00

Queen so I can see well maybe uh no yeah

59:04

this car okay it doesn't really matter

59:06

it's just temporary against drag it into

59:08

the scene and for example let's put up

59:10

here and I can just grab it right so

59:13

we're going to do is add a sphere

59:15

collision and this will be our trigger

59:17

so if our player is inside of it we can

59:19

basically go ahead and grab it

59:23

um so let's make our sphere radius bit

59:24

bigger maybe like uh yeah uh 55

59:28

50.

59:29

and then let's make sure this setup

59:31

overlap all Dynamic so now uh basically

59:34

when we interacted we can now equip it

59:37

and so on so we're gonna go into class

59:39

defaults go into

59:42

sorry class settings at the BPI

59:44

interaction interface double click here

59:47

and now what we will do is just go and

59:50

cast to the first person character

59:54

and also oh yeah because we guessed it

59:56

before yeah we don't cast before all

59:58

right don't worry

59:59

um I thought about because we changed

60:01

the name to from third person to first

60:03

person but I'm real already

60:04

automatically you know change that and

60:06

also I think we don't have any cost

60:07

because we deleted that anyway so again

60:09

player character and what to do is

60:12

basically enable one thing so let's go

60:14

into the player into the mesh and add

60:17

this code to mesh and this will be the

60:19

weapon

60:20

and basically this weapon will be in our

60:24

uh like in our camera we can actually

60:26

build it inside our camera and we're

60:28

going to put this here it will be that

60:30

sphere

60:32

um so I don't know what this spear this

60:34

fear okay let me search it let me add it

60:37

here

60:40

okay mesh sorry about that SMB static

60:43

machine there we go

60:46

um the color was like uh

60:49

this one let me started

60:51

let me apply it we go and the size was

60:55

0.2

60:57

there we go we had here I can just go

60:59

and put it maybe into one side so that

61:01

you have it equipped I don't know

61:02

whatever we'll see you know I don't know

61:05

how it looks right now yes it's like we

61:07

got it in the hands very cheap way but

61:09

it will work okay you can play around

61:10

with the settings let's make sure to

61:12

disable the collision and now we change

61:14

the name to be

61:17

weapon so this by default will be

61:20

disabled so let's go into visibility and

61:22

disable this now I'm going to do is

61:24

creating two new custom events this will

61:27

be well sorry one custom event which

61:29

will be equipped

61:30

weapon

61:32

so now I can just get the weapon and you

61:34

set the invisibility to be true and then

61:38

what I would do is get a new wearable

61:40

and this will be

61:41

[Music]

61:42

um

61:43

has a weapon

61:46

and this will be set to true

61:50

there we go so now from the weapon I can

61:53

just go this equip weapon

61:56

custom event that is created and what I

61:59

can do is just go ahead and destroy this

62:01

actor so it will disappear from the

62:03

ground so now because we already have

62:06

the system set up so I can pick up

62:08

things from the interact and it's

62:10

Universal this uh interface I need to go

62:13

for the AI catch me go here click key

62:17

and now can equip as you can see so

62:19

everything is going ahead and working so

62:21

now I should be able to attack the

62:23

player or whatever you know if I have it

62:25

on

62:26

all right so let's go into the content

62:29

um and then go into the input folder and

62:33

create a new action so this will be the

62:36

EA underscore and let's do like attack

62:40

and this case again don't need to open

62:42

this default values are good let's open

62:44

the collection and just open up mapping

62:47

I'm going to be applying our EA attacks

62:49

in this case it will be the left Mouse

62:52

button

62:53

so I'm now going to go back into first

62:54

person character let's right click EA

62:57

attack in this case it's going to be

62:59

making sure that we can only attack if

63:01

we have our weapon with our bad boy that

63:03

we created will be set up here

63:06

great so now if so we can go ahead and

63:08

play montage and you know what we're

63:10

gonna be using the same exact

63:13

um animation that we had for our uh

63:16

other AI okay we have then we don't have

63:20

a need to make a new one it will just

63:22

work so there we go and from here we're

63:24

gonna actually copy our logic forest for

63:27

your Trace okay it will just work so I

63:28

think it's copy all of this

63:30

okay literally copy everything

63:32

like it is paste it and plug here it

63:35

will do exactly the same thing why we

63:37

have to repeat again the code there's no

63:39

point so now I can just go and add again

63:41

another arrow and this will be the

63:43

[Music]

63:44

um

63:45

the attack race pass I know it will

63:48

score like that but there we go and just

63:50

put it over here right and it will

63:53

attack

63:54

um so I can drag it

63:57

let me go put it there and there you go

64:00

it will do exactly what we have to do

64:02

I'm gonna basically use make a

64:03

federation in the debug type so we can

64:06

preview this okay so now I can just

64:08

press play go and get mine

64:12

sphere here

64:14

now

64:16

you go let's go buy behind you can see

64:18

now if I attack this happens so that's

64:20

great so now I can just go here I will

64:22

be attacking him uh let's also do one

64:25

thing

64:26

and let's make this a bit bigger so

64:28

maybe like uh 40 in this like maybe like

64:33

uh 120. so basically be a bit easier for

64:36

you because not the AI will catch you

64:37

first you know what I mean uh so we have

64:40

to be careful with that

64:42

um and also let's go into our Ai and

64:44

apply the logic that you can die or he

64:46

can die so at the event any damage

64:51

so when he receives damage what we're

64:53

going to do is literally just get the

64:55

mesh and you do set simulate testing and

64:59

what this will mean is that he will just

65:01

drag though into the floor now for this

65:03

let's make sure that the Collision is

65:04

set up properly so let's select our mesh

65:06

go down and let's change this this

65:08

collection preset to be custom and I can

65:11

put their questionable to be query and

65:14

test it in the capsule component make

65:16

sure it's set ignore only Pawn so go not

65:19

uh you know collision with its own mesh

65:21

and then after saying Ragdoll I can just

65:24

get the character move component you can

65:26

stands set the movement mode to be none

65:29

so he will automatically stop moving he

65:32

can move anymore so that should work if

65:35

I just go here get my

65:38

um weapon okay there we go we have it

65:41

here I need to go and attack him if I

65:43

there you go come on

65:46

there we go he died into the floor uh of

65:49

course we have to um scene to expand

65:51

this a bit more into the oh sorry I

65:54

changed the AI one right yeah okay sorry

65:57

so this is 25

66:00

and this is uh 70. sorry I confusing

66:03

that make sure to set it in the player

66:06

F supporting

66:09

there you go so now yes let's go

66:13

get this over here

66:15

and you're saying why we don't ask

66:17

Sprint well I think for this horror game

66:18

if it's more there we go all right cool

66:21

cool cool so we should just add a few

66:23

sounds but that's great

66:25

um you should also win the game right

66:27

here so let's create a UI for that

66:29

um but basically I think that is it's

66:31

okay to not have sprinting it's like

66:32

more into the horse thing let's say win

66:36

add a canvas panel

66:38

and would do is just get a image again

66:42

hold Ctrl expanded make it uh like this

66:46

Alpha zero

66:50

and then put the image to be just be

66:53

fade so again we'll play yes uh no Fades

66:57

are very good I like them a lot and now

66:59

I can just go ahead and create an

67:00

animation

67:01

fade in

67:05

and bands uh without underscore

67:10

and then just add that specific fade

67:12

image and then at the start it'll be

67:15

like this and then after

67:18

here we can wait a bit more you know

67:20

what I mean it's like more celebrations

67:22

like a bigger fade and put this like

67:24

this

67:26

so I would like take more time you want

67:28

to fade there we go and you basically

67:30

won the game we can put like a text on

67:33

here so in the middle

67:35

for the position x y and zero zero

67:37

alignment 45

67:39

and 5 and then size to be bigger

67:43

and then in the middle and then

67:46

winner I don't know or you caught

67:50

the

67:52

creature or whatever you want to say

67:54

right I don't know so with that said

67:56

there we go

67:58

we got it there and we should just go

68:01

ahead and in the event construct so this

68:04

is like the gameplay of The Witcher I

68:06

can just get my fade in animation and

68:08

just do uh play animation

68:12

so automatically when we create a widget

68:14

it will just play the animation so I can

68:16

just go here in the AI so when it dies I

68:20

can just go ahead and create a widget

68:21

from here so great

68:23

widget this is like the event in damage

68:27

and just go ahead and do the win

68:29

and just add it into the viewport

68:34

there we go you will see that will work

68:36

and I can also just disable the maybe

68:39

the

68:40

movement from the player but I think

68:42

that that's not necessary

68:44

um so now I can just go and test this

68:46

don't worry we'll add also a winning

68:48

sound when he dies too in a second but I

68:50

can't get this

68:52

I don't know where my AI is oh my God oh

68:54

my God I got my scare my own game

68:58

okay that was very embarrassing okay

69:01

um I don't know he literally disappeared

69:02

okay so now I guess

69:06

there we go you call the creature okay

69:08

cool let's add some sounds

69:10

all right let's add some more sounds so

69:12

in my case I got this grunt so when the

69:15

creature will die the way I will build

69:18

in this in the description let's add

69:19

also the horror Ambience Loop which I

69:22

got

69:23

um let's also add what just happened I'm

69:25

gonna do some copies okay

69:27

um uh game ground that means Loop there

69:29

we go and then a cinematic boom so let's

69:32

go ahead and extract that into the audio

69:34

uh folder and close this up and now

69:38

basically this horror Ambience I can

69:40

just go into my player character and use

69:42

in the gameplay so when the game starts

69:44

I can use uh play a sound to be paste

69:48

and that ambience

69:52

Ambience and also let's make sure to

69:54

open that horror Ambience acid and make

69:56

sure the loop is on very very important

69:58

so now

70:00

you can see there's a horror in me in a

70:03

second let me make it a bit louder maybe

70:04

like two and that's making it too much

70:06

right

70:08

I like it

70:10

uh okay good and then so let's open up

70:13

the thing here and let's make that he

70:16

will die and play a sound so play it

70:19

sound and this will be at location I'm

70:21

gonna play that grunt

70:23

okay now the location will be the get

70:26

actor location so when the enemy is

70:28

right now and then also gonna apply an

70:30

attenuations will be in 3D that's the

70:32

one that we created uh so that's that I

70:34

can also play in our sound in this case

70:37

it will be with a bit of a delay

70:40

and then this will be our cinematic boom

70:43

so it's like boom you know what I mean

70:45

the game ends uh so let's try that out

70:51

let's get this here

70:59

okay

71:03

um that is okay oh

71:07

oh sorry yeah it's not boom

71:11

you should play this

71:13

uh I don't know why I didn't play

71:15

honestly so I would

71:16

oh play sound at location

71:19

okay well it should be into the but I

71:21

can explain that allocations okay let's

71:22

try this again one more time

71:29

thank you

71:31

whoa okay I feel like everything at once

71:35

let me just get this one more time

71:39

oh my God

71:43

maybe we should add some screen right

72:00

oh yes that feels good

72:02

there we go Okay cool so let's go ahead

72:05

and now yes we can start to create the

72:09

environment which will be one of the

72:10

final things so let's go ahead and do

72:12

some

72:12

aim for our creature enemy we are gonna

72:15

be using this official real ninja 5 uh

72:18

well no actually I'm going for but it's

72:20

compatible within 25 and free asset so

72:23

it's called implantically Warriors once

72:25

again link your description let's just

72:27

add it into our project

72:32

so horror game and in this case we have

72:36

to choose the latest one that it

72:38

supports which is uh 5.1 okay this is

72:41

support problem two but it's okay we'll

72:42

convert it and so actually it is

72:44

compatible with five uh at spread and

72:47

let's just wait a few seconds

72:49

okay so it has imported so I can just go

72:52

into Infinity Blade Warriors there's a

72:54

new polish you can see a character

72:56

complete characters you can see we have

72:57

a whole bunch of them you can pick

72:59

whatever you want okay there once uh but

73:02

in my case it's gonna be using use this

73:04

car M underscore pit I just found it to

73:07

be okay for our enemy you know whatever

73:08

we want you can just whatever I said you

73:10

want but let's select this let's go into

73:12

our BB Ai and just click this Arrow to

73:14

replace it with how to mesh and because

73:16

it is the same Skeleton thing the

73:18

animations will just work as you can see

73:20

so that is great it looks really cool

73:23

and there you go that's it now for our

73:27

character we are probably gonna be

73:30

living like this because you can only

73:32

really see the hands nothing crazy but

73:35

if you want to replace it go ahead you

73:36

don't know how to do so so now we can go

73:38

into the environment now yes all right

73:42

so for the environment I am going to be

73:44

using this acid which is an awesome uh

73:48

like old horror Mansion uh which

73:51

actually was free in a free for the

73:53

month bundle which I don't know which

73:54

month was but it was free so you have to

73:57

go ahead and do so and if not you know

73:59

don't worry there's a lot of other

74:01

assets that we can use I'm not gonna

74:03

really touch anything about this

74:05

environment gonna literally load the map

74:06

put in the things that we have in that

74:08

set it so it's not nothing crazy gonna

74:09

use using a quick environment so let me

74:12

just go ahead and click create bread now

74:14

the thing is that it says only create

74:16

bright I cannot add into my existing

74:18

Pride but that will not be a problem

74:20

because I can just migrate the assets

74:22

later on so let me just hit grid and I

74:25

will now you just need to wait all right

74:28

here it is the map holy

74:31

this looks absolutely unbelievable this

74:34

is crazy like wow I I literally have no

74:38

words like I didn't even know that this

74:40

looked so cool and this literally is so

74:43

big look at this

74:45

like it is just insane so what we are

74:48

going to do is just go ahead and migrade

74:51

and this whole thing into our pride so

74:54

what you can do is Select this folders

74:56

you can see it's already like premium so

74:57

we can use right click and migrate this

74:59

so right click migrate

75:02

select everything that we need

75:04

which is all this doesn't really matter

75:06

if we get extra things you know

75:08

um no network we don't need that okay

75:10

you say okay everything by default will

75:12

work and now I can go into my price and

75:14

select my horror game select the content

75:17

folder and with that we can use select

75:20

and now use weight I don't know who will

75:23

take a lot there are a lot of assets so

75:26

just you know get a cup of coffee and

75:28

now we'll go back all right so now it

75:30

has my graded all of the assets as you

75:33

can see now we have the Sega Mansion

75:34

folder so let's go ahead and open up

75:36

maps and I guess it will be the map

75:38

mentioned so let's open this up

75:41

okay so now yes we have the environment

75:43

in a horror game Pride so there we go

75:47

um so I have noticed this a bit like

75:49

darker than the original one I don't

75:52

know there's settings that I have to

75:53

change so on but it still looks okay for

75:55

me uh if you want to mess up with that

75:57

go ahead but look how beautiful this

75:59

looks

76:00

um so let's move around the level a bit

76:02

more you know correctly I would

76:04

recommend to set up the tone lid so you

76:06

can see a bit better

76:07

um and then also let's go into wall

76:08

settings and let's put the game mode to

76:11

BRB uh

76:13

third person game mode okay you can see

76:15

there's already a horror game uh mode uh

76:18

this is the one that came with the pack

76:20

so don't use it

76:22

that's not far Press Play I'm using my

76:24

own camera control as you can see in wow

76:27

this looks so cool and if I turn on my

76:30

flashlight oh my God

76:33

great uh so there you go you can see

76:35

everything without working let's go into

76:38

the player start and let's add some

76:40

droppers okay and we have to also have

76:41

the enemy AI so on you get the idea

76:44

um so I am pounding here let's uh spawn

76:47

it already looking into the door I just

76:50

prefer that I'm going to do is go into

76:53

the blueprints at The Dropper let's add

76:56

one here maybe

76:58

yeah okay so it doesn't fit very well

77:01

but you will need to maybe delete one

77:02

stand you know put it there you get the

77:05

I'm gonna quickly just put some drawers

77:06

but you're meant to maybe yeah you know

77:09

do it a bit more your way you get the

77:12

idea so let me start putting some

77:14

drawers over here

77:16

I mean that one here uh I'm gonna

77:19

quickly just put them and I believe

77:21

there's no enough mesh volume no so we

77:24

have to add one huge one uh so let's go

77:26

this one thanks sorry volumes not match

77:29

bounce volume and this will need to be

77:31

blocked so like 50 and hopefully it will

77:34

fill the whole thing let's Press B and

77:37

we'll start to generate there we go so

77:38

yeah I think it fills the whole level

77:42

um whereas yes it does

77:44

made into this room not but it doesn't

77:46

matter all right so there we go we have

77:48

our now image you can see this works

77:50

beautiful and let's go ahead and drag in

77:52

our AI into the level I don't know where

77:55

I'm just gonna trap it here but

77:58

there we go uh cool so now you know we

78:02

could use press play and wow wow wow

78:07

hide here

78:09

this game turn our flashlight

78:13

oh my God

78:18

this looks so cool so let's make one

78:20

final thing and it's that one of the AI

78:22

sees you gonna be playing some heavy you

78:25

know uh like violin

78:28

allow it sound so let's go ahead and do

78:29

so this is the final change so let's go

78:32

I'm gonna again leave it in the

78:33

description get the chasing Loop drag it

78:35

into here and now we can just double

78:37

click and make sure to click on looping

78:40

so I will Loop let's go into our BB AI

78:43

then graph and then we're gonna go into

78:46

the on Pawn sensing so on here what we

78:49

are going to do is after we do this

78:51

let's go and say spawn sound uh at sorry

78:57

spawns on 2D in this case will be our

78:59

chasing Loop in this case let's say this

79:02

into variable so we can then uh you know

79:04

do things with it so it'll be chasing

79:07

and music or whatever I want to call it

79:10

and then I'm going to do is also do a

79:12

fade in

79:14

and it will take like maybe three

79:16

seconds let's also make it louder so

79:18

maybe by two we'll see how the volume

79:20

works but now when you see the enemy

79:23

that sound should start to appear we can

79:26

test it out

79:31

to us directly

79:32

this basically is wondering around the

79:35

scene okay

79:36

it goes there

79:41

you can see uh it is like playing a lot

79:44

of times just because we have to make

79:46

sure that it is only and it's not

79:50

already playing so we can just do a get

79:51

right click and set as validated again

79:53

so basically if it's not valid okay

79:56

basically if the sound has not been jet

79:59

created it's very important because now

80:00

that happens we'll just you know it will

80:02

just start to create millions of uh

80:06

sounds at the same time so

80:10

let's go here

80:14

you saw me oh my God

80:21

sound

80:25

wow it does really

80:26

scare me oh my God

80:29

is there

80:30

wow hey that's really scared me okay so

80:33

the thing is that right now he lost me

80:35

but we haven't done anything to you know

80:38

stop the sound

80:40

so on here I'm going to do is basically

80:45

uh get this rank it if it's in this time

80:49

in this case it will be if it's valid

80:51

and if so we are going to do eighth Fade

80:54

Out and around three seconds uh now the

80:58

thing

80:59

is that

81:01

we will need to undo this if you know if

81:05

this has lost fully uh you know the

81:09

player but let's see

81:12

here we go

81:14

down here

81:21

there is the enemy let's see if it is

81:23

this house

81:25

yeah you can see it will never play

81:27

because it's always also go ahead and

81:30

fading out so let's go ahead and fix

81:31

this

81:32

so the business we can do is just make a

81:35

delay of maybe like

81:37

Point uh let's do like one whole second

81:40

okay and we are going to get our

81:45

Blackboard and then we're gonna do a set

81:47

of values Boot and get values pool and

81:50

then we can use get

81:52

copy paste the same variable and then

81:55

only if this

81:57

is set to uh true sorry to false

82:01

we're gonna stop the sound okay with

82:05

that it should the trick

82:07

because we're waiting like a full delay

82:09

to check that our but it's not uh

82:12

following us and then going ahead and

82:15

stopping the sound

82:16

so it's going up as you can see

82:19

follow him

82:21

There He Go he saw me

82:23

and he stops seeing me so the audio went

82:25

do you see that

82:27

let's write this again

82:32

okay so we also have to load the other

82:34

map uh let's do that oh my God

82:38

okay so I am being scared with my own

82:40

game this is very embarrassing guys okay

82:42

please uh hopefully I will remember to

82:45

you know cut that out uh that was very

82:48

embarrassing okay

82:50

um and this should be map underscore

82:53

Mansion okay there we go let's try this

82:55

again and we're going to do is go

82:58

directly into the uh Player thing okay

83:02

play from here so he sees me the audio

83:06

is playing I don't know where to go

83:10

it's Jason me you can see the sound is

83:12

is playing oh my god

83:15

um

83:19

I I

83:21

am there we go I hid and the idea goes

83:24

there we go everything made okay so

83:28

that's it guys if you found this

83:30

tutorial helpful I would really

83:32

appreciate it if you could ukulele video

83:34

And subscribe to my channel this was a

83:36

full Master Class the awesome like this

83:40

just you probably learned a lot like

83:41

you're not gonna lie and you you end up

83:43

with this absolutely incredible game

83:45

smash the like button uh the profiles

83:48

will be available in my

83:50

um page from the YouTube members without

83:51

this map of course and join my

83:54

description server follow me on my

83:56

socials

84:01

all right so I forgot one thing and is

84:04

to add the weapon into our scene she's

84:06

Dragon gonna be like here what is this

84:08

Central thing and it's also just right

84:10

click and create number two and this

84:11

will be weapon and basically we'll like

84:13

kind of glow so let's hold three left

84:15

click put that in base color but like

84:17

you know whatever call you want like

84:20

this will be cool and then I can use

84:22

multiply this by a value like for

84:24

example with five and just plug it into

84:26

the massive color so so now basically

84:29

we'll glow

84:30

and then I can go into the weapon

84:33

and then just apply that material

84:36

so aim underscore weapon and there we go

84:39

now we have it assigned there so we can

84:41

pick it up and so on so that's great so

84:43

I'm gonna put more we go here and that

84:45

said if you found this tutorial helpful

84:47

I really appreciate it if you could like

84:49

the video and subscribe to my channel I

84:50

hope that you learned a lot in this

84:52

massive tutorial the profiles will be

84:54

available in my patreon and YouTube

84:56

members except the environment of course

84:58

during my unscript server follow me on

85:00

my socials and now yes before I said bye

85:03

bye

85:09

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