Digital Dungeon Assets Docs
  • Welcome to the Magic Spell system docs
  • Getting Started
    • Welcome
    • Quick Start Migrating to existing Project
    • Quick Start Using Demo Character
    • Quick Start integration to ALS
  • Spell System
    • Components
    • Spell Component Overview
    • Stats Component Overview
    • Targeting Component
    • UI Component
    • Animation Notifiers
    • Damage Types
    • The Data Table
    • Function Library
    • Interfaces
    • Macro Library
    • Spells
    • UI
    • Multiplayer
  • VFX
    • Page 1
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On this page
  • Animation Blueprint
  • Make sure you have all animations retargeted to your character before continuing!
  • Result
  • Last Steps
  • Test
  1. Getting Started

Quick Start Migrating to existing Project

PreviousWelcomeNextQuick Start Using Demo Character

Last updated 8 months ago

  1. Add the pack to your project Go to the unreal library and add the Magic Spell System to your Project

  2. open your character Add the character interface

  1. Add the components to your character

  1. Check stats component and targeting component for its settings

  1. 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

Get Anim Type
Get Character States
Get Camera Component
Get Player Reference
Blend between different states depending on the combat state ENUM
The right hand additive we mentioned before is blended here
Now you just cast a Fireball!