https://www.youtube.com/watch?v=Hs2sM7eFf6Q
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*Animation Blue Print
Try Get Pawn Owner - Get Velocity - Vector Length : Speed
(Velocity) - Calulate Direction + Get Actor Rotation : Direction
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*Anim Notify State
Get Owner - Does Object Implement Interface : BP Interface에 Message를 전달할 때 사용
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*Blue Print Component : BPC_Combat
Sphere Trace For Objects
Get Player Camera Manager - Get World Location
Get Player Camera Manager - Get World Rotation - Get Forward Vector
Get Owner - Cast To BP_ThirdPersonCharacter : BPC를 Add한 Actor를 불러올 때
Get Owner - Get Controller - Set Control Rotation
Get Actor Location - Find Look at Rotation : 두 Actor를 연결하는 Rotation을 구할 때
Spawn Actor from Class : 블루프린트에서 다른 블루프린트를 생성할 때
(Actor) - Get Actor Transform
(Actor) - Attach Actor To Actor : Actor 를 다른 Actor에 붙일 때
(Actor) - Destory Actor
Play Montage
Get Anim Instance - Montage Stop : 애니메이션 중간에 멈출 때
Set Timer by Event - Clear and Invalidate Timer by Handle : 타이머 시작과 끝
Sphere Trace By Channel
Sphere Trace For Objects
Do Once - Apply Damage - Delay : 공격이 짧은 시간에 여러번 계산되지 않게 처리
(Progress Bar) - Set Percent
(Character Movement).Use Controller Desired Rotation
(Key Structure)-Get Name
Play Sound at Location
Spawn Emitter at Location
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*Blue Print Component : BPC_Stats
Clamp(float) : Min/Max 수치 제한을 할 때
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*Blue Print : BP_ThirdPersonCharacter
(Movement Component) - Disable Movement
Set Simulate Physics : Collision Enabled(Query and Physics)로 설정해야함
(Movement Component) - Set (Max Walk Speed)
Create Widget - Add to Viewport
Query Keys Mapped to Action
(Player Controller) - Is Input Key Down
Hide Bone by Name : 메쉬의 특정한 본을 보이지 않게 처리
Set Static Mesh
Attach Component To Component
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*Blue Print : BP_Enemy
(Widget) - Get Widget - Cast To XXX
Select Vector : 조건에 따라서 값을 선택할 때 사용
Delay Until Next Tick
Play World Camera Shake
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*AIController : BP_AI_Enemy
Run Behavior Tree
Get Blackboard - Set Value as XXX
Make Literal Name
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*BT TASK
Event Receive Execute AI - Finish Execute
AI MoveTO
Get Player Character
(Blackboard key selector) - Get Blackboard Value as Object - Cast To Actor
Does Object Implement Interface : BP interface 를 이용해서 실행.
애니메이션의 Duration 으로 Delay를 걸어줘야함
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*Widget : WB_InventorySlots
Make Array - Get a Copy
Set Brush from Texture
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*[PrimaryDataAsset] : DA_Weapon : 스트럭쳐랑 비슷한 블루프린트
*Miscellaneous - Data Asset 에 PrimaryDataAsset을 지정해서 사용
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