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<font color="#E5E5E5">alright welcome back</font><font color="#CCCCCC"> in the previous</font>

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video we got our characters gun attached

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properly to his hand so he's all

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animated and looking good<font color="#CCCCCC"> and now we</font>

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want to animate the enemy character<font color="#E5E5E5"> now</font>

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here's a quick spoiler<font color="#CCCCCC"> this is</font><font color="#E5E5E5"> going to</font>

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be a very very quick and easy process

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because we're going to reuse some of the

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work we've already done<font color="#CCCCCC"> we could create</font>

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a<font color="#E5E5E5"> brand new blend space for our</font><font color="#CCCCCC"> care</font><font color="#E5E5E5"> for</font>

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enemy character<font color="#CCCCCC"> a</font><font color="#E5E5E5"> brand new enemy and</font>

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<font color="#CCCCCC">blueprints</font><font color="#E5E5E5"> specifically for him and we</font>

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could assign that exactly the way we did

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with the hero<font color="#CCCCCC"> what we're</font><font color="#E5E5E5"> going to do</font>

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instead is we are going to make a new

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blend space to drive between walking and

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standing<font color="#E5E5E5"> at idle but for our for our</font>

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enemy we're just going to reuse the

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existing animation blueprint that we<font color="#E5E5E5"> all</font>

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<font color="#E5E5E5">recruit already used on the hero which</font>

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is why we named it<font color="#E5E5E5"> character animation</font>

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blueprint and not hero<font color="#E5E5E5"> animation</font>

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blueprint<font color="#E5E5E5"> so let's go over to our</font>

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animation assets folder<font color="#E5E5E5"> and the first</font>

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thing we want is to create our<font color="#CCCCCC"> blend</font>

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<font color="#CCCCCC">space</font><font color="#E5E5E5"> now our enemy character is always</font>

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going to turn toward the player he's

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always rotated such that<font color="#E5E5E5"> he's basically</font>

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moving forward and we can see that here

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<font color="#E5E5E5">no matter what's going on these guys are</font>

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always rotating<font color="#CCCCCC"> toward the player</font><font color="#E5E5E5"> so we</font>

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don't have to worry about<font color="#E5E5E5"> direction</font>

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what that means is<font color="#E5E5E5"> in terms of a blend</font>

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space<font color="#CCCCCC"> if you right click and go to</font>

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create another<font color="#CCCCCC"> blendspace</font><font color="#E5E5E5"> there is a</font>

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blend space<font color="#CCCCCC"> 1d that we could create</font>

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<font color="#E5E5E5">which would be just fine because all we</font>

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need is speed<font color="#CCCCCC"> however we're not going to</font>

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use that<font color="#E5E5E5"> and you'll see why here in just</font>

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a moment<font color="#CCCCCC"> for</font><font color="#E5E5E5"> now just go with me</font>

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so<font color="#CCCCCC"> we'll create</font><font color="#E5E5E5"> a brand new blend space</font>

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<font color="#E5E5E5">and it's</font><font color="#CCCCCC"> going to</font><font color="#E5E5E5"> get just a regular one</font>

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<font color="#CCCCCC">not</font><font color="#E5E5E5"> a</font><font color="#CCCCCC"> 1d</font><font color="#E5E5E5"> but a regular blendspace we're</font>

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going to base that off of the ue4

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<font color="#E5E5E5">mannequin skeleton just as we did before</font>

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and<font color="#CCCCCC"> we'll call this</font><font color="#E5E5E5"> the enemy</font><font color="#CCCCCC"> blendspace</font>

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<font color="#E5E5E5">or enemy blend</font>

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fine<font color="#E5E5E5"> and</font><font color="#CCCCCC"> light control s and open this</font>

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up<font color="#E5E5E5"> now this is still going to have the</font>

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gun attached to it remember that's just

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a preview<font color="#E5E5E5"> asset so at any point you can</font>

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right-click on the gun socket and choose

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remove all attached assets<font color="#CCCCCC"> so that takes</font>

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<font color="#CCCCCC">away all those preview assets it's</font><font color="#E5E5E5"> still</font>

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<font color="#CCCCCC">going</font><font color="#E5E5E5"> to be attached to the game because</font>

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we did that in<font color="#E5E5E5"> blueprint but</font><font color="#CCCCCC"> it just</font>

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<font color="#CCCCCC">gives you that</font><font color="#E5E5E5"> preview</font>

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<font color="#CCCCCC">ok so now let's set up the parameters</font>

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for this<font color="#CCCCCC"> blend space</font>

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first off we have our<font color="#E5E5E5"> x axis label we</font>

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might<font color="#E5E5E5"> as well go ahead and set out the</font>

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same way so let's call it<font color="#E5E5E5"> direction</font>

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let's<font color="#CCCCCC"> get the same range of negative 180</font>

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<font color="#CCCCCC">positive</font><font color="#E5E5E5"> 180</font><font color="#CCCCCC"> let's give it a y axis</font>

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label of speed and we're going to give

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this a slightly different ranges will go

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between<font color="#CCCCCC"> 0 and actually 100 will probably</font>

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be just fine

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<font color="#CCCCCC">that'll</font><font color="#E5E5E5"> be</font><font color="#CCCCCC"> okay</font><font color="#E5E5E5"> because once we make it</font>

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up to 100 centimeters per second above

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<font color="#CCCCCC">we wanted to look like he's walking so</font>

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that should be<font color="#CCCCCC"> alright so</font><font color="#E5E5E5"> let's go ahead</font>

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and apply those changes<font color="#E5E5E5"> always super</font>

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important to do that but the blend space

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itself is<font color="#E5E5E5"> going to be really different</font>

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because we only have two animations<font color="#CCCCCC"> we</font>

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have<font color="#CCCCCC"> idle</font><font color="#E5E5E5"> and we have walk and all we</font>

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really care about<font color="#CCCCCC"> his speed</font><font color="#E5E5E5"> so we could</font>

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if you wanted to you could drag idol to

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the<font color="#E5E5E5"> center of the graph and if it helps</font>

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make things a little clearer<font color="#E5E5E5"> by all</font>

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<font color="#E5E5E5">means go ahead and do that let's go</font>

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ahead and drag<font color="#CCCCCC"> an</font><font color="#E5E5E5"> idol at the very</font>

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bottom and then a walk<font color="#E5E5E5"> at the very top</font>

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<font color="#E5E5E5">but no matter what direction the</font>

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character thinks<font color="#CCCCCC"> it's</font><font color="#E5E5E5"> it's going</font><font color="#CCCCCC"> we want</font>

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to always just be walking so we're going

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to put walk in the upper corners both

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the upper corners<font color="#E5E5E5"> what</font><font color="#CCCCCC"> and he's not</font>

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walking

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<font color="#E5E5E5">and that's because we are not playing so</font>

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if we hit play<font color="#CCCCCC"> then</font><font color="#E5E5E5"> things seem</font><font color="#CCCCCC"> to work</font>

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better and yes again we know this

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animation has a little bit of a pop to

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it<font color="#CCCCCC"> that's okay it's just a temporary</font>

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animation anyway

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now let's take<font color="#E5E5E5"> enemy</font><font color="#CCCCCC"> idol and we're</font>

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<font color="#CCCCCC">going to put</font><font color="#E5E5E5"> that down in the lower</font>

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<font color="#CCCCCC">corners just</font><font color="#E5E5E5"> for consistency</font><font color="#CCCCCC"> we</font><font color="#E5E5E5"> don't</font>

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<font color="#E5E5E5">really need to do that but now we can</font>

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test it no matter what direction we are

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moving we're always going to look like

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we're rotating forward<font color="#CCCCCC"> that's</font><font color="#E5E5E5"> fine for</font>

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this character because he's always just

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going to be moving forward so we can

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save this and if at this point you're

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thinking<font color="#CCCCCC"> in the back</font><font color="#E5E5E5"> your head</font>

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why didn't we just use a blend space one

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deep

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now<font color="#CCCCCC"> i'm going</font><font color="#E5E5E5"> to explain it to you we</font>

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can now take our character and<font color="#CCCCCC"> MBP</font><font color="#E5E5E5"> that</font>

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we created earlier<font color="#CCCCCC"> right-click on it and</font>

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choose create<font color="#E5E5E5"> child blueprint class</font><font color="#CCCCCC"> so</font>

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this will descend or inherit from

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<font color="#E5E5E5">character</font><font color="#CCCCCC"> n MVP and have all of the same</font>

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properties all of the same<font color="#E5E5E5"> animations</font>

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we're going to call it<font color="#E5E5E5"> enemy and MVP to</font>

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<font color="#CCCCCC">control s and</font><font color="#E5E5E5"> then we'll</font><font color="#CCCCCC"> double-click to</font>

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open this up and take a look here we

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have the asset override editor open by

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default<font color="#CCCCCC"> so now we can override</font><font color="#E5E5E5"> animation</font>

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assets within this animation blueprint

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<font color="#E5E5E5">so let's do that let's expand locomotion</font>

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<font color="#E5E5E5">and there is our blend space right there</font>

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so it's using the hero blend well

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<font color="#E5E5E5">because we made a two-dimensional blend</font>

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space for the enemy

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it's the same type of<font color="#CCCCCC"> blend space so now</font>

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it's completely compatible with what we

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had here so now check it out

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we can just choose the enemy blend

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<font color="#E5E5E5">recompile and now we're done</font>

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that's<font color="#E5E5E5"> it</font><font color="#CCCCCC"> we've already set up the</font>

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<font color="#E5E5E5">enemy's animation blueprint</font><font color="#CCCCCC"> we can</font>

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change the speed<font color="#E5E5E5"> and</font><font color="#CCCCCC"> is it makes it</font><font color="#E5E5E5"> to a</font>

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<font color="#E5E5E5">hundred</font><font color="#CCCCCC"> he goes into a walk that's</font><font color="#E5E5E5"> it</font>

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that's all we<font color="#E5E5E5"> needed to do so compile</font>

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save<font color="#E5E5E5"> close</font><font color="#CCCCCC"> we can go over to our enemy</font>

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characters<font color="#E5E5E5"> let's go under blueprints and</font>

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let's open up the enemy character will

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select<font color="#CCCCCC"> his mesh and then under that</font>

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NM blueprint generated class property

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right here we can set this to the enemy

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<font color="#E5E5E5">and</font><font color="#CCCCCC"> MBP</font><font color="#E5E5E5"> compile and save and now if we</font>

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play

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<font color="#CCCCCC">we're already done they're already</font>

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walking<font color="#CCCCCC"> there</font><font color="#E5E5E5"> actually walking a little</font>

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too<font color="#E5E5E5"> quick</font><font color="#CCCCCC"> as you can</font><font color="#E5E5E5"> see their feet</font>

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sliding so we'll probably want to slow

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them down just a little bit<font color="#E5E5E5"> or we could</font>

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speed up the walk a little as well in

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fact let's do that<font color="#CCCCCC"> let's</font><font color="#E5E5E5"> go into</font><font color="#CCCCCC"> let's</font>

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<font color="#E5E5E5">escape</font>

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let's open up our animation blueprint

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<font color="#E5E5E5">let's go actually let's go</font><font color="#CCCCCC"> in her</font>

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animation assets and let's find<font color="#E5E5E5"> enemy</font>

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walk right here<font color="#E5E5E5"> and if we take a look</font>

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<font color="#CCCCCC">there's a rate scale so we can push this</font>

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up to say like<font color="#E5E5E5"> 10 1.5</font><font color="#CCCCCC"> that's</font><font color="#E5E5E5"> too fast</font>

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<font color="#E5E5E5">let's do like 1.2 that really makes that</font>

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popularly present but again<font color="#E5E5E5"> that's</font><font color="#CCCCCC"> okay</font>

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this is just<font color="#CCCCCC"> for for demo purposes so</font>

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now if we play<font color="#CCCCCC"> there you go now they're</font>

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walking just a little bit faster if you

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don't really sliding as much and they

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really<font color="#E5E5E5"> had this kind of dedicated</font><font color="#CCCCCC"> march</font>

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<font color="#CCCCCC">but</font><font color="#E5E5E5"> you see in this way it was very easy</font>

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for us to reuse some of our existing

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work<font color="#E5E5E5"> now also</font><font color="#CCCCCC"> I</font><font color="#E5E5E5"> this video is like</font>

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<font color="#CCCCCC">super-short we're technically already</font>

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done but<font color="#CCCCCC"> I'm</font><font color="#E5E5E5"> gonna do something really</font>

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quick<font color="#E5E5E5"> because it's been driving me crazy</font>

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for the last few videos and I've just

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been ignoring it<font color="#E5E5E5"> but</font><font color="#CCCCCC"> i'm going</font><font color="#E5E5E5"> to take</font>

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the enemy<font color="#E5E5E5"> color and change it slightly</font>

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<font color="#E5E5E5">it's just a little bit too</font><font color="#CCCCCC"> / driven</font><font color="#E5E5E5"> so</font>

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we're<font color="#E5E5E5"> going to desaturate that by just a</font>

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bit and compile and another pink<font color="#E5E5E5"> and</font>

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only<font color="#CCCCCC"> me</font>

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<font color="#E5E5E5">it's pretty</font><font color="#CCCCCC"> funny for them to be pink</font>

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you know what<font color="#CCCCCC"> I'm</font><font color="#E5E5E5"> going to change their</font>

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color entire let's make this let's make

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the bad guys

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orange orange is a great color

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<font color="#CCCCCC">there we are</font>

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pick just the right color there we go

187
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this is kind of what<font color="#CCCCCC"> I was looking for</font>

188
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<font color="#E5E5E5">right it's just a little bit more of a</font>

189
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desaturation<font color="#CCCCCC"> read</font><font color="#E5E5E5"> something</font><font color="#CCCCCC"> it wasn't</font>

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quite so brutal on the eyes<font color="#CCCCCC"> in our scene</font>

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<font color="#CCCCCC">so</font><font color="#E5E5E5"> something kinda like that and compile</font>

192
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and save<font color="#E5E5E5"> and</font><font color="#CCCCCC"> if we play there we go</font>

193
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cool<font color="#E5E5E5"> so we've now animated both our hero</font>

194
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and our enemy

195
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however there is one last thing you

196
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<font color="#E5E5E5">notice our enemies are just plinking out</font>

197
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of existence<font color="#CCCCCC"> so we need to set up the</font>

198
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same behavior that we set up on<font color="#E5E5E5"> on our</font>

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hero and give them a little bit more

200
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time to play a death animation<font color="#CCCCCC"> i</font>

201
00:08:21,950 --> 00:08:25,880 
<font color="#E5E5E5">actually forgot to do that</font><font color="#CCCCCC"> well I guess</font>

202
00:08:24,470 --> 00:08:28,460 
<font color="#CCCCCC">if the videos /</font><font color="#E5E5E5"> haven't</font><font color="#CCCCCC"> forgotten you</font>

203
00:08:25,880 --> 00:08:31,670 
<font color="#E5E5E5">have</font><font color="#CCCCCC"> I</font><font color="#E5E5E5"> so let's go into our event graph</font>

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for our enemy character and right here

205
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after is dead<font color="#CCCCCC"> we can do the same thing</font>

206
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we did before we can do a delay of three

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seconds and this<font color="#E5E5E5"> is</font><font color="#CCCCCC"> gonna</font><font color="#E5E5E5"> be</font><font color="#CCCCCC"> kind</font><font color="#E5E5E5"> of</font>

208
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funny so<font color="#E5E5E5"> I'm</font><font color="#CCCCCC"> going to show you what</font>

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happens if you just play this watch

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so if we kill<font color="#E5E5E5"> an enemy look at this he</font>

211
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falls down and he keeps chasing us for

212
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like three seconds until he's destroyed

213
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<font color="#E5E5E5">they just keep sliding after us and</font>

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that's because technically they're still

215
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chasing us down so let's fix that

216
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<font color="#CCCCCC">there's a special</font><font color="#E5E5E5"> node in order to do</font>

217
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this and it is called<font color="#E5E5E5"> detach from</font>

218
00:09:12,350 --> 00:09:17,630 
controller<font color="#E5E5E5"> pending destroy</font><font color="#CCCCCC"> so what this</font>

219
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does the name is really verbose right

220
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this will detach<font color="#E5E5E5"> our enemy character</font>

221
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from<font color="#CCCCCC"> it's AI controller</font><font color="#E5E5E5"> knowing that</font>

222
00:09:22,760 --> 00:09:25,400 
<font color="#E5E5E5">we're going to be destroying it here in</font>

223
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just a moment

224
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so then the<font color="#E5E5E5"> AI controller will no longer</font>

225
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be telling the enemy to chase us

226
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so what we should see is the character

227
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just falls down which is great that's

228
00:09:34,670 --> 00:09:37,820 
exactly what we want<font color="#E5E5E5"> now there's still a</font>

229
00:09:36,320 --> 00:09:39,500 
problem here but it's a really subtle

230
00:09:37,820 --> 00:09:41,990 
problem you have to play a lot to test

231
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it out<font color="#CCCCCC"> and</font><font color="#E5E5E5"> to make it a little easier to</font>

232
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show off<font color="#CCCCCC"> i'm going to grab my spawn</font>

233
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<font color="#CCCCCC">volume real quick</font>

234
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until<font color="#E5E5E5"> it's only spawn one enemy at a</font>

235
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time

236
00:09:51,610 --> 00:09:56,589 
<font color="#E5E5E5">so should only have the one</font><font color="#CCCCCC"> if I kill</font>

237
00:09:54,430 --> 00:09:57,850 
him<font color="#CCCCCC"> i still get hung up on him i don't</font>

238
00:09:56,589 --> 00:09:59,589 
<font color="#CCCCCC">know</font><font color="#E5E5E5"> if you can really feel that in the</font>

239
00:09:57,850 --> 00:10:01,630 
video<font color="#E5E5E5"> but there's still a collision</font>

240
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surface there so I<font color="#E5E5E5"> knocked him down and</font>

241
00:10:01,630 --> 00:10:06,130 
try to run into him and<font color="#CCCCCC"> I'm a bumping</font>

242
00:10:03,610 --> 00:10:10,000 
into<font color="#E5E5E5"> something right there</font><font color="#CCCCCC"> so let's do</font>

243
00:10:06,130 --> 00:10:11,680 
this let's say that as soon<font color="#E5E5E5"> as the enemy</font>

244
00:10:10,000 --> 00:10:13,120 
character dies

245
00:10:11,680 --> 00:10:16,149 
<font color="#E5E5E5">we're going to change his capsule</font>

246
00:10:13,120 --> 00:10:18,550 
components collision<font color="#E5E5E5"> so let's drag this</font>

247
00:10:16,149 --> 00:10:20,680 
out<font color="#E5E5E5"> drag a reference out to it and then</font>

248
00:10:18,550 --> 00:10:22,990 
let's drag a wire off this and just say

249
00:10:20,680 --> 00:10:26,140 
<font color="#E5E5E5">collision and see what we have</font>

250
00:10:22,990 --> 00:10:30,970 
well we're going to change the response

251
00:10:26,140 --> 00:10:32,380 
to a channel so the way collisions work

252
00:10:30,970 --> 00:10:34,510 
<font color="#E5E5E5">we actually take a look at the capsule</font>

253
00:10:32,380 --> 00:10:37,060 
component and look under collision<font color="#CCCCCC"> we</font>

254
00:10:34,510 --> 00:10:41,019 
have all kinds of different channels we

255
00:10:37,060 --> 00:10:43,329 
can<font color="#E5E5E5"> set up we can say</font><font color="#CCCCCC"> I like</font><font color="#E5E5E5"> if i expand</font>

256
00:10:41,019 --> 00:10:47,200 
collision presets<font color="#CCCCCC"> we can say in response</font>

257
00:10:43,329 --> 00:10:49,480 
to<font color="#E5E5E5"> static objects we want to overlap or</font>

258
00:10:47,200 --> 00:10:50,980 
block or doing overlapping<font color="#E5E5E5"> block pause</font>

259
00:10:49,480 --> 00:10:52,240 
etc<font color="#CCCCCC"> and so forth</font>

260
00:10:50,980 --> 00:10:55,089 
we're going to a couple of things here

261
00:10:52,240 --> 00:10:57,490 
<font color="#E5E5E5">we are going to dynamically change the</font>

262
00:10:55,089 --> 00:11:03,190 
collision<font color="#E5E5E5"> behavior</font><font color="#CCCCCC"> the moment the enemy</font>

263
00:10:57,490 --> 00:11:05,589 
dies<font color="#CCCCCC"> so let's take the its response to</font>

264
00:11:03,190 --> 00:11:08,709 
<font color="#CCCCCC">world dynamic which will be things like</font>

265
00:11:05,589 --> 00:11:11,140 
<font color="#E5E5E5">our lasers and have it ignore those and</font>

266
00:11:08,709 --> 00:11:13,120 
then let's let's do another reference<font color="#E5E5E5"> or</font>

267
00:11:11,140 --> 00:11:15,880 
<font color="#E5E5E5">we could just do another reference or we</font>

268
00:11:13,120 --> 00:11:17,620 
could<font color="#CCCCCC"> I do like a</font><font color="#E5E5E5"> rear out node</font><font color="#CCCCCC"> it's</font>

269
00:11:15,880 --> 00:11:21,550 
<font color="#E5E5E5">what it's the same thing whichever way</font>

270
00:11:17,620 --> 00:11:26,649 
you want to go and let's set collision

271
00:11:21,550 --> 00:11:28,240 
<font color="#CCCCCC">and do</font><font color="#E5E5E5"> a set collision response to</font>

272
00:11:26,649 --> 00:11:30,070 
channel once again<font color="#CCCCCC"> running to the</font><font color="#E5E5E5"> same</font>

273
00:11:28,240 --> 00:11:32,680 
thing twice<font color="#CCCCCC"> and this time we're going to</font>

274
00:11:30,070 --> 00:11:34,870 
take all of our responses<font color="#CCCCCC"> to</font><font color="#E5E5E5"> pawns like</font>

275
00:11:32,680 --> 00:11:37,600 
the player and set that to ignore as

276
00:11:34,870 --> 00:11:39,100 
well<font color="#E5E5E5"> so we should no longer be hitting</font>

277
00:11:37,600 --> 00:11:41,440 
lasers we should no longer be<font color="#E5E5E5"> hitting</font>

278
00:11:39,100 --> 00:11:42,880 
the player will clean that up with some

279
00:11:41,440 --> 00:11:43,600 
<font color="#CCCCCC">rewrites</font><font color="#E5E5E5"> but when is this going to</font>

280
00:11:42,880 --> 00:11:46,240 
happen

281
00:11:43,600 --> 00:11:49,959 
well let's have this happen right before

282
00:11:46,240 --> 00:11:51,820 
we detach from the controller which will

283
00:11:49,959 --> 00:11:55,610 
seem pretty instantaneous between the

284
00:11:51,820 --> 00:11:59,720 
two

285
00:11:55,610 --> 00:12:01,339 
<font color="#CCCCCC">we'll plug that in and plug that in and</font>

286
00:11:59,720 --> 00:12:02,510 
let's clean up our graph a little bit

287
00:12:01,339 --> 00:12:12,170 
will have everything going in a nice

288
00:12:02,510 --> 00:12:17,779 
clean straight line and there we go<font color="#E5E5E5"> so</font>

289
00:12:12,170 --> 00:12:20,149 
<font color="#E5E5E5">let's compile save and play and so now</font>

290
00:12:17,779 --> 00:12:21,050 
we can shoot our enemy and run right

291
00:12:20,149 --> 00:12:24,320 
through<font color="#E5E5E5"> it</font>

292
00:12:21,050 --> 00:12:25,970 
that's also going to be really useful

293
00:12:24,320 --> 00:12:27,950 
where if we get these guys grouped up

294
00:12:25,970 --> 00:12:29,450 
our lasers won't stop on that collision

295
00:12:27,950 --> 00:12:30,620 
we can start<font color="#E5E5E5"> shooting whatever enemy was</font>

296
00:12:29,450 --> 00:12:33,410 
right behind him

297
00:12:30,620 --> 00:12:34,459 
awesome so the video<font color="#CCCCCC"> net</font><font color="#E5E5E5"> did end up</font>

298
00:12:33,410 --> 00:12:36,829 
going a little bit longer than<font color="#CCCCCC"> i thought</font>

299
00:12:34,459 --> 00:12:39,350 
but now we've got our<font color="#E5E5E5"> enemies animating</font>

300
00:12:36,829 --> 00:12:41,870 
<font color="#CCCCCC">we've got our collision set up properly</font>

301
00:12:39,350 --> 00:12:44,600 
when they<font color="#CCCCCC"> die really</font><font color="#E5E5E5"> honestly at this</font>

302
00:12:41,870 --> 00:12:46,070 
point the game as far as<font color="#E5E5E5"> just</font><font color="#CCCCCC"> saying</font><font color="#E5E5E5"> a</font>

303
00:12:44,600 --> 00:12:48,470 
<font color="#CCCCCC">pro pro typing something out and</font><font color="#E5E5E5"> getting</font>

304
00:12:46,070 --> 00:12:52,010 
it playable<font color="#CCCCCC"> the game is essentially done</font>

305
00:12:48,470 --> 00:12:53,690 
<font color="#E5E5E5">but we are going to do one last thing to</font>

306
00:12:52,010 --> 00:12:57,410 
really finalize it and we're going to

307
00:12:53,690 --> 00:12:59,779 
create a UI for a very simple UI using

308
00:12:57,410 --> 00:13:01,490 
<font color="#CCCCCC">umg</font><font color="#E5E5E5"> which is what</font><font color="#CCCCCC"> will tackle in the</font>

309
00:12:59,779 --> 00:13:06,880 
next video so thanks very much for

310
00:13:01,490 --> 00:13:06,880 
joining us


