Quick Start Migrating to existing Project
Add the pack to your project Go to the unreal library and add the Magic Spell System to your Project
open your character Add the character interface

Add the components to your character

Check stats component and targeting component for its settings


In your character, go to the interface functions and add these components





Animation Blueprint
Make sure you have all animations retargeted to your character before continuing!
Under ActionMagicSystem/Demo/Animations/Mage/Montages AND ActionMagicSystem/Demo/Animations/Mage select the montages and retarget them

IMPORTANT!
In the anim blueprint, we read the combat state and do a simple additive blend, you can do what ever you want with these values. in our example, we rise the right hand of the character to signal that a target is locked, or the RMB is held
Depending on the Montage type, Either Blend upper body or Full Body montages Select in the montage as Slot "Upper Body" OR "Default" as Slot




Add the input mapping to your character found in ActionMAgicSystem/Demo/ThirdPerson/Input
Add the needed input logic if needed

Result
It should look like this now

Last Steps
if you use your own character and retargeted the montages, you have to go to the Spell Data Table and replace the montages with the retargeted ones
Go to ActionMagicSystem/Blueprints/Data_Tables and open the DT
Set the Montage reference to the new retargeted montage

Test
Open you test level and go to ActionMagicSystem/Demo/Blueprints and add one Add_Spell_Trigger to your level
in the details panel of the actor, set the spell ID to one you like to see (look in the Data Table for the spell ID

Approach the actor and press F

Cast the spell with the corresponding key 1-4

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