<aside> 💡
For Naming conventions use Ranger to describe this character. For Example:
BP_BattleRanger AS_BattleRanger ABP_BattleRanger AS_FieldRanger ABP_FieldRanger
</aside>
<aside> 💡
If you need a refresher watch Chapter 8 Lesson 4 Adding the Battle Paladin
</aside>
[ ] Confirm Flipbooks and their FPS setting
[ ] Confirm pivot at bottom-center for all sprites
[ ] Confirm pixels per unit are the correct value (0.25 for this project)
[ ] Create child blueprint of BP_BattleCharParty_BASE [BP_BattleRanger]
[ ] Set the idle animation as the new flipbook
[ ] Adjust the pointer location to fit the new sprite
[ ] Adjust the damage number location to fit the new sprite
[ ] Adjust the Particle Effect locations to fit the new sprite
[ ] Create the PaperZD AnimSource [AS_BattleRanger] and register all animations
[ ] Create an Animation Blueprint
[ ] Copy/Paste the Event Graph from first character
[ ] Copy/Paste the Animation Graph from first character
[ ] Fix broken animation references
[ ] Set the Animation Blueprint in the Character Blueprint as PaperZD Anim Instance Class
[ ] Set ApplyBattleEffect Notify for both the Attack animation and the Item Animation
[ ] In ABP_BattleRanger set up the receive notify to Execute the BattleEffect