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Unreal Engine 4 Tutorial - JRPG Part 12: Magic Menu

In this series we are making a turn based JRPG such as Final Fantasy. In Part 12 we begin work on our magic menu for us to later on cast spells to targets. You can follow along and download the starter project files from the following link (8.22GB): https://1drv.ms/u/s!AvfMAVHw1KCiwNUC7xXoGpm73Iw4DQ?e=zWgPjw Gold and higher Patrons can also get access to the completed project files here: https://www.patreon.com/posts/project-files-32789634 SUPPORT ME Patreon I https://www.patreon.com/ryanlaley Buy Me a Coffee I buymeacoffee.com/RyanLaley Donations I paypal.me/ryanlaley PRIVATE 1-2-1 SESSIONS Email me at support@ryanlaley.com for more information and rates, or visit http://www.ryanlaley.com/learn-games-... JOIN THE COMMUNITY Discord I https://discord.gg/TcPtCBp FOLLOW ME Twitter I https://www.twitter.com/RyanLaley Facebook I https://www.facebook.com/RyanLaleyGames Instagram I https://www.instagram.com/RyanLaleyGames

Comments

Anonymous

Something I noticed testing this was when you hit the back button from Magic Window and the target Window and selected magic again, it defaulted to which ever type of magic list you selected during the same turn. So on the Return Selected event (in the unitbattlehud) and the On Clicked ButtonBack event (in the magicwindow), I set the active widget index back to 0 and it worked. Wasnt sure if i missed that part in the vid but everything else worked great. Thanks.

Anonymous

hey just wanted to give ya a little tip, if you want to make it go back to the spell selection menu use a switch on int node and then have it if active widget index is 1 to go back to 0 and if its 0 to goto the play animation in reverse. you can do the same with the white magic index, change from 2 to 0 :)