Interactive - Base Class

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Transcript

All right, welcome back, everyone, we have finished up creating some HUD in this series of videos right here, what we want to do is create some interactive elements. So we're gonna have some interactive skill orbs, if you will, sort of placed around our test level here, and the idea is that we can interact with these things, to collect them and add some skills to our character. To get us started here, what we're going to do is create a base class. So the goal of this particular video is to create an actor blueprint from which all our interactive actors placed in our test level here will derive from and this means that any other interactive blueprints that we derive from this class will be children, and thus inherit any properties we implement in this base class. If that sounds a little confusing, stay with me here. You're gonna like how we build out the This system.

So I'm going to be working in my content Metroidvania blueprints actors folder. So find your way on over to this directory. And once you're here, we're going to right click in some empty space. We're going to create a new blueprint class. This is going to be based on a parent class of actor something that we can place or spawn in the world. And I'm going to call this BP underscore interactive object, underscore, bass.

Okay, with that selected, I'm going to double click on it to open it up. I'm going to dock it across the top here like I like to do and I'm going to add one component to this so come under your components panel click Add Component we are looking for a box collision component And I'm going to name this interact Collider, like so. And the size of this doesn't really matter too much for now, because for objects that will inherit from this, we can modify the size of it from there. However, I do want to change some of the collision settings for this. So with this selected, come down in your Details panel by scrolling on down, you'll find a section of parameters called collision. And under collision preset, let's expand out this triangle right here.

I'm going to change this from overlap all dynamic to be custom. And right now, we have everything set to overlap. However, I want to change the visibility trace channel to be block. Now the reason I'm doing this is because for some upcoming player interactions that we have coming down the road here, this is an important step that we need to take to ensure that that works properly so make sure you set your collision presets here to be custom and then we are wanting to change our visibility trace channel to be blocked everything else here can be set to overlap with that we can Compile and Save and that is literally all we wanted to accomplish in this one so job well done. We got a little bit more work to do here, but that's gonna do it all for this one guys. We will see you in the next one.

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