Update Quick Start
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@ -10,4 +10,12 @@ in the *SpellPlayground* folder under *Enums*, open the *E_SpellEffects* enum an
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Next, under the path *SpellPlayground/Demo/UI/Widgets* open the *WBP_SpellCraftingMenu* and go the the graph tab in the upper right (not designer). There is a variable there titled *PossibleSpellEffects*. Select it and add a new element to the array and select your newly added effect.
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### Add the Interface functions and implement them in the Spell Manager
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The last two steps go hand in hand. We need to add functions for our new effect to the blueprint interface in the root folder of SpellPlayground called *BPI_SpellEffects*. Once that is open add a new effect for starting and ending. In this example I will add one titled *FortifyMana_Start* and assign it to the start category for ease of use. I will do the same for a *FortifyMana_End* and assign it to the end category. Not every spell needs an ending function, only ones where an effect needs to be removed. So damaging abilities like Fire Damage do not require an end function because there is no effect to remove. Spells like fortify, invisibility or levitate for example, do require an end function because we need to remove those effects when the spell ends.
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We also need to make sure our new functions have the same signature as the others with an input variable of type *actor* and an input variable of type *float*. The easiest way to do this is to simple duplicate a function in the start category and rename it and do the same for a function in the end category.
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