Welcome.
In this video we're going to add a Niagara system for when we click with a short press so we can see
where we're running to.
And it's just a little bit more satisfying when you have a little bit of a particle system to see whenever
you click on the ground.
This is something we probably should have done a while ago, but that's okay.
It's kind of a Polish item.
Anyway, let's go into our player controller or a player controller, and we're going to add a Niagara
system variable so we can go ahead and add just down here at the bottom.
Doesn't even have to be protected or public.
We can make it private.
I'm going to put it right under the spline.
It's going to be a t object pointer.
And this will be a U Niagara system.
I'll go ahead and add the forward declaration for it.
And this will be click Niagara System.
And I'll give it a U property with edit defaults only.
And we'll set that Niagara system in blueprint.
Now where are we going to spawn it.
Well we don't want to do it when we press because this might be pressing and holding.
And I don't want to show that system when we're holding our mouse button down.
I only want to do it when there's a short press.
So for that I'm going to go to Ability Input Tag released after we check to see if it was a short press,
if the follow time was less than short press threshold.
So inside this if statement and I'll do it right here at the bottom.
And I'm just going to spawn a system.
And I can do that with U.
Niagara function library spawn system at location.
And it requires a world context object.
We can pass in the player controller, and I'll pass in click Niagara system.
And for the location it's going to be our cached destination.
So we've cached that destination and none of the other inputs are necessary.
So that's all we need.
So we can go ahead and compile and launch set that click Niagara system in the player controller and
test it out.
Okay, so back in the editor I'm going to open my player folder, open my aura player controller, scroll
down until I find Click Niagara system.
Now our project has an FPS cursor.
We can see what it looks like by opening it up.
It's basically kind of like the one in the top down template project.
It just uses a different texture and color.
So let's see how this looks.
There we go.
Now, if you were wondering why you weren't getting click to move over here, but if you move over here,
you get click to move.
Well, remember we moved.
Or at least I did.
I don't know if you did.
We moved our nav mesh bounds volume over so those enemies wouldn't be hurting us.
And that nav mesh bounds volume is very much necessary if you want to create a path.
And that's what we're doing for click to move.
We're creating a path.
So we need that if we're going to have click to move.
And now that click to move is using a Niagara system, we can see what it looks like.
And it looks actually pretty satisfying.
It makes you more incentivized to click.
Looks good.
I like it.
All right.
And with that that's going to conclude this video.
I'll see you in the next one.