Welcome back.
So we've got some nice sounds for our ghoul.
I'd like to have a trail that can follow its arms when it swipes.
Now, we do have an asset for that.
If we go to assets effects combat, there's a trail folder with combat trail.
Now, you can't really see it.
It's kind of hard to see unless it's in motion, because if we look at our emitter here, it's spawn
per unit, which means as this effect is moving throughout space, it's spawning itself over and over.
So we really have to see it in action.
So we're going to add this ribbon trail.
And to do that, we go to our attack montage.
So I'm going to close out some of these tabs.
Here's the hit React, which I'm going to browse to so I can open the attack and I'm going to close
out of the rest of these, though.
Except for combat trail.
Now, the way we use a ribbon emitter on a montage is we go to the part where we want to start showing
that trail.
So something like right here, I'm going to add a new notify track called Trail and we right click and
add a notify state.
And this is going to be a timed Niagara effect.
And we spread this across however long we want that trail to last.
So something like right here and we set this to a Niagara system, we're going to use this combat trail.
So with the combat trail selected, I browse to it.
So it's selected.
I'm going to hit that left arrow to set this to combat trail.
And we also need to specify a socket to spawn the trail at.
So I want a socket on the left and the right hands.
So for that reason I'm going to browse back to the ghoul attack so I can go into the ghoul and open
sqm ghoul and take a look at its hands.
Now we have a left hand socket already and we have a right hand socket.
Now we could use those or if we wanted the trail to be a little bit farther out, we can add additional
sockets.
I'm going to add additional sockets by right clicking on wrist are add socket and I'm going to call
this one right trail socket.
So we'll have socket specifically for the trail and it'll be a little bit farther out like right here.
And I'm going to add another socket to the left wrist, right click add socket, rename this to left
trail socket and I'm going to move this one out as well, just past the hand.
That's where I'd like that trail to be.
And back in the montage for the socket name, this is the attack L So I'm going to select left trail
socket and I don't see it here.
So back on the static mesh, I'm going to save and come back and now I see left trail socket.
So now if we play this.
Now we can see that trail.
So it's a little subtle, but we can definitely see it at certain angles.
It's got some refraction there.
Now, I want to add this to the right hand attack as well.
So I'm going to add another notify track.
Call this trail and I'm going to add a notify state starting here.
So add notify State, it's going to be a timed Niagara effect and it'll go to about here.
And I'm going to select the combat trail.
And this one is going to be on the right trail socket.
Save that and let's see how it looks.
There it is.
And we can test in the Pi.
I'm on a client here.
And there's the trail and it looks great.
So little details like these kind of accumulate together to create something really special.
And right now our lighting is looking pretty lame.
We're going to fix the lighting and make it a little bit darker so it looks like we're in a dungeon
and these effects are really going to look a lot better in the dark as well.
So that's another thing to look forward to coming up soon.
But now our ghoul has a swipe effect and it looks quite nice.
So excellent.
Excellent job.
And we'll continue in the next video.