0:06 [Music]
0:08 hello and welcome to this quick start
0:10 guide on how to use the narrative
0:11 Navigator plugin I'm here in the
0:14 narrative content examples Hall and
0:16 narrative Navigator essentially adds a
0:19 bunch of Navigators to your game
0:22 Navigators are like the compass that you
0:24 can see the mini map that you can see it
0:26 comes with a world map which I'm using
0:27 with a game pad right now but if I
0:30 switch to mouse and keyboard it
0:33 seamlessly moves over and allows for
0:37 either input to work um and you can see
0:39 I've got some STS here with some of the
0:41 features here I'm showing overrides you
0:43 can see I've got a different icon on the
0:45 compass as I do on the mini map you can
0:48 see movement is really easily handled
0:50 even points of interest is a really cool
0:52 one so points of interest is very common
0:54 in open World Games you might have a
0:55 city or something here I've got
0:57 narrative City and once you discover the
0:59 point of interest you can then fast
1:00 travel to it so that's a little feature
1:03 that I added as well and these are all
1:05 saved to dis so if you find a point of
1:06 Interest it will be saved when you come
1:08 back into the game it will be remembered
1:11 also custom waypoints can be placed on
1:13 your world map if I press a to place a
1:16 waypoint down these are saved to dis if
1:18 I save my game and come back in these
1:20 will be right where I lift them so these
1:22 are really good for open World Games as
1:23 well you might want to add custom way
1:26 points to remember where you need to
1:28 go and of course if you're using
1:30 narrative 3 to handle your your quest
1:32 and your dialogue it works really well
1:34 for Quest you can see it's telling me to
1:35 talk to Jack this is a quest objective
1:37 and I'll show you how to handle those
1:39 with Navigator as well you can see once
1:42 I finish the quest
1:44 objective it removes the marker right so
1:46 it it works really well with quests and
1:48 we'll talk about that later you do not
1:50 have to use it with quests though
1:51 narrative Navigator works really well on
1:53 its own and it also works really well
1:54 with the other
1:57 plugins in order to follow along with
1:58 today's video you'll need a copy of
2:00 narrative Navigator the link to buy that
2:02 will be in the description and you will
2:05 also need a copy of narrative common UI
2:07 the link to grab that will also be in
2:09 the description narrative common UI is
2:12 free to download it's a framework that
2:14 all of the UI for the narrative tools is
2:17 built on I'm going to be using 5.3 today
2:20 but you can use 5.1 5.2 or 5.3 and we're
2:22 going to go to games and make a new
2:24 third person blueprint project you can
2:26 call it whatever you want put it
2:28 wherever you want and then click on
2:30 create okay so I'm here and inside of my
2:32 project I'm going to go to edit plugins
2:34 and make sure that I have narrative
2:37 common UI and narrative Navigator
2:39 enabled pretty much all of the narrative
2:41 tools require that you set up narrative
2:43 common UI so make sure that you do that
2:44 it's very easy to do you want to go to
2:48 Project settings search for viewport
2:50 make sure that you're using the common
2:53 game viewport client and then you also
2:56 want to go to Common input settings make
2:57 sure that you select your narrative input
2:58 input
3:02 data and then in under
3:04 Windows I'm using Windows if you're
3:06 using a different platform like Linux or
3:07 something else you might want to put it
3:09 in there but I'm going to put it in um
3:11 Windows we're going to change the
3:14 default game pad name to generic I'm
3:16 going to add two controller datas we're
3:17 going to add keyboard and then because
3:19 I'm using an Xbox controller today as
3:22 well we're going to do Gamepad Xbox once
3:25 you've done that click on restart now
3:27 okay we're back inside the project let's
3:28 get started so we're going to go to
3:30 third person blueprint PRS and there's
3:31 quite a bit of stuff the third person
3:33 template doesn't come with so we just
3:35 have to quickly add it it's not a big
3:37 deal just go to blueprint class you want
3:40 to add a player controller so we'll say
3:43 BP PC go into your game
3:46 mode and then you want to select player
3:49 controller that we just made and then
3:51 we're also going to add some HUD because
3:53 narrative Navigator is essentially a HUD
3:55 based sort of plugin so we're going to
3:58 make a demo HUD for this project so
4:01 we'll just call it widget blueprint
4:05 HUD and I'll just drag in a canvas
4:08 panel I'm going to drag in a narrative
4:11 HUD generally you want to have one of
4:14 these on your on your HUD and we're
4:16 going to make it fill up the whole
4:18 screen so just follow what I'm doing
4:20 here and then nowar of Navigator comes
4:22 with a bunch of what are called
4:24 Navigators and if you search for
4:26 navigator and the pallet you'll find a
4:29 bunch of them so I'm going to drag a
4:31 navigator Compass onto my canvas panel
4:33 and then I'll select the compass here
4:35 and I'm going to put it in the top of
4:42 the screen so I'll do 0 0 600 60 0.5 for
4:44 my alignment if I'm position y I'll do
4:46 40 so you can see the compass is sort of
4:49 in the top middle of the screen here I'm
4:51 also going to drag a mini map Navigator
4:53 onto my canvas
4:58 panel and I will make that 400 by 400
4:59 and you can put it wherever you like I'm
5:02 going to go for the top right
5:06 corner so that's going to be my my mini
5:09 map screen space markers are a nice one
5:10 to have as well so we're going to drag
5:12 that onto our canvas panel and we're
5:16 going to go to Anchors and do 0000 Z so
5:19 that it takes up the whole
5:23 screen and then we'll compile and save
5:25 this and we're going to add it to the
5:27 screen so we'll open up our player
5:30 controller we'll go to begin play create
5:36 Widget the HUD we just
5:39 made going to promote it to a variable
5:41 we'll just call that
5:44 HUD and then we'll do
5:46 add to [Music]
5:48 [Music]
5:50 viewport the other thing we need to do
5:51 is make sure you have a navigation
5:53 component on your player
5:56 controller we're going to add one like
5:58 this um now the only option that
6:00 actually matters here is Max custom
6:02 waypoints these options here are Legacy
6:03 and they'll be removed you won't see
6:06 these in future versions uh but we will
6:10 compile save and we'll come into the map
6:14 here and we'll hit play you'll see that
6:17 it doesn't really work right um You can
6:19 see that the the map's just sort of
6:21 showing this default blue grid um it's
6:23 not quite working yet in the main issue
6:25 is that we don't have a nice lovely
6:28 screenshot of our map um so narrative
6:30 Navigator comes with the great tool
6:31 called the map tile generator that does
6:33 this for you and the way narrative
6:35 Navigator works is it generates a grid
6:37 of tiles and that way no matter what
6:40 size your map is you can generate a uh
6:43 map grid for it so if you go to plugins
6:45 narrative Navigator content yours might
6:48 be in the engine folder plugins by the
6:51 way uh but wherever you have yours go to
6:55 assets map tile generator and then right
6:58 click on the utility generate map tiles
7:00 and run the utility
7:02 widget and basically this is going to
7:04 take a screenshot of the
7:07 map you might want to hide some things
7:09 if you don't want them to show up so for
7:13 example these shamer cubes I'm just
7:14 going to click the I to hide those I
7:17 don't want them in my map screenshot I
7:19 mean generally you probably um scrub the
7:22 screenshots up a bit in Photoshop anyway
7:24 uh but for this example we'll just hide
7:26 them and the last thing we need to do is
7:29 just drag in a map tile bound this is basically
7:30 basically
7:32 how your map screenshot will be taken
7:34 and the default one is way too big for
7:38 our map um so we might want to go into
7:40 map width and sort of turn the width
7:42 down a bit and by default it uses three
7:46 tiles so it'll be a 3X3 grid each tile
7:50 is 1024x 1024 pixels so this will be
7:53 plenty of resolution if not way more
7:55 than we need the height is also
7:57 important you need to make sure it's
7:58 high enough so that it's above the map
8:02 so that it takes the the image
8:04 correctly so once you've got that placed
8:07 correctly we'll go into our um map tile
8:09 generator click on generate
8:11 tiles I've actually already got some so
8:13 what I'll do is I'll just delete the
8:15 existing ones that I have if I go into
8:18 here I've generated a few previously so
8:20 I'm going to delete my ones if you click
8:23 it it'll generate them all it basically
8:25 just moves a camera over the map and
8:28 saves it to a texture you can see here
8:30 is it here
8:33 anyhow once you do that if I hit play
8:36 you'll see it actually shows the map now
8:38 if I run around it's a little bit too
8:41 zoomed in um for my personal
8:45 liking and so if you want to zoom it out
8:47 very easily done we're going to go to
8:50 widget blueprint HUD go back to here
8:51 click on our mini
8:55 map and we are going to go to map zoom
8:57 and just make it
9:00 0.2 and if we save that you can see now
9:02 if I go back into the game the map is
9:05 nice and zoomed out so we've got some
9:07 Navigators like the compass screen space
9:09 the the mini map markers but how do we
9:11 actually add markers to things well
9:14 we're going to add a marker to those
9:15 cubes so I'm going to come back in here
9:18 and reshow these and I'll just add it to
9:20 one of the cubes so we'll add it to this one
9:22 one
9:25 here I'm going to click on ADD going to
9:27 search for marker and add a navigation
9:30 marker and that's it if I hit play
9:31 that'll just work already if I hit play
9:34 you can see on the compass it's showing
9:37 up on my mini map it's showing that
9:40 marker but if you click the navigation
9:42 marker we can do a lot more than that so
9:44 if we got a default marker settings we
9:47 could for example change the color of
9:50 the uh map marker we could make it more
9:52 blue we could change the name for
9:55 example we could say Cube and you can
9:57 also change sort of the domain of the
9:59 marker where does it get added to you
10:02 can see add marker to if I check screen
10:04 space it will actually add it to the
10:06 screen space Navigator now you can see
10:09 in my screen space there is a cube
10:11 marker that shows up or for example if I
10:14 didn't want it to show up on the compass
10:16 I could just come in here and uncheck
10:19 compass and now if I hit play you can
10:21 see the icon won't be on my compass so
10:23 you can show um you can choose where it
10:26 shows up we're going to go back into our
10:28 controller and I just want to show you
10:31 something here if we do face button top
10:33 I'm going to make it so when I press the
10:36 y key on my game pad it opens the world
10:38 map so the world map is like a bigger
10:39 map that you can sort of zoom into and
10:41 add way points to it's a bit more
10:44 complex than the mini map and so we're
10:48 going to do get narrative
10:51 HUD and then we can open a menu
10:52 depending on how many narrative tools
10:54 you're using you'll see more or less
10:56 options here but we want the narrative
11:00 menu world map that comes with Navigator
11:02 I'm also going to duplicate this and
11:04 select the m key so that on my keyboard
11:16 save hit play and if I have a game pad
11:18 if I press y on my game pad you can see
11:19 it will open the world map and in the
11:22 bottom corner it says place custom
11:25 waypoints so if I press a you can see it
11:27 actually places a custom wavepoint and
11:29 you can see that has appeared on the
11:30 level and these actually get saved to
11:32 dis I'll show you a bit more about those
11:34 later but the cool thing is this world
11:36 map it has a little reticle and it
11:38 supports zooming in and out and if I
11:40 just switch over to a mouse and keyboard
11:42 you can see it instantly changes and
11:44 instantly starts working with the mouse
11:46 and keyboard as well you can see it's
11:48 not going to let me zoom in very far so
11:50 we can sort of Tinker with these things
11:53 a bit further than we have in our HUD as
11:55 well we also want to make sure the
11:57 narrative HUD is on top of everything
11:58 else you would have seen just there the
12:00 world map didn't look very good if I put
12:02 it on top of everything else now you can
12:04 see it looks a lot better so just make
12:06 sure that you have the narrative hard in
12:08 front of everything else the RO map is
12:09 pretty cool you can see if I hover over
12:11 the cube it actually tells me it's the
12:13 cube and there's even um interactable
12:15 things so there's sort of points of
12:16 interest that you can fast travel to
12:18 that we'll talk about in a little bit
12:20 one of the other things you might really
12:22 want to do is change the style of some
12:23 of the map things so for example the
12:25 mini map in the corner can easily be
12:28 styled to whatever you want if we click
12:31 on the mini map
12:34 here expand the map style section
12:36 there's a bunch of styles that come with
12:39 it so if we do distorted Edge flat
12:41 border for example it's quite an
12:44 interesting style if I hit play you can
12:47 see I've got this sort of metal Edge and
12:51 it's also warping the edges of the of
12:52 the map it might be a little bit hard to
12:54 see but if you look at that marker it
12:57 sort of looks like it's got a glass top
13:00 the map so it's quite interesting
13:07 effect I think distorted Edge without
13:08 the flat bord is probably a little bit
13:11 of a bit
13:13 look actually I kind of like the Border
13:15 more so you can play around and see what
13:16 you like for your game and you can
13:18 always add more this is just a data
13:21 table and if I open that up you can see
13:24 you can easily create your own Styles um
13:26 if you want
13:29 them also just going to put my mini map
13:37 here see one annoying thing with my
13:39 world map here is it's not letting me
13:41 Zoom very far into the world map um and
13:43 that's because it's a it's quite a small
13:45 map so generally it wouldn't let you
13:47 zoom that far uh because we have a small
13:48 map we want to be able to zoom a lot
13:51 further into the map um if if you're
13:52 noticing this text here by the way this
13:55 is just an unreal render Target thing
13:57 usually you wouldn't have this because
14:00 you wouldn't have just empty
14:02 Sky it's because there's nothing below
14:04 the map it puts that little error
14:06 message in there so I wouldn't worry
14:07 about it in a real game you You' never
14:08 really see
14:10 that um
14:12 anyways uh let me show you how to let
14:16 the the map zoom out
14:18 further if you want to change the zoom
14:19 amounts what you can do is go to
14:21 narrative Navigator go into the widgets
14:24 folder navigation widgets and open up
14:27 the world map Navigator so Navigator map
14:29 world if you open that up
14:33 in the graph
14:35 defaults you should be able to change
14:37 the Min and Max Zoom values actually
14:39 have to click on Navigator map here and
14:43 here it is here yeah Min Zoom amount so
14:45 you consider Min and Max Zoom amount I
14:47 might go with 0.0
14:50 0.0
14:52 05 and we'll see if that lets me Zoom further
14:53 further
14:56 in oh that's letting me Zoom further
14:59 out so if I do maximum amount
15:04 example it'll let me zoom in a lot
15:06 further there we go so I can now zoom in
15:08 quite far you obviously don't want to
15:10 zoom in too far because you'll start to
15:12 see pixels and and
15:14 blurriness uh but that's a lot better
15:15 and you can see if I start using a
15:18 controller it just automatically allows
15:20 me to use a controller if you see the
15:22 message there it just says that the
15:24 there's a sky sphere that's not being
15:26 rendered so if you've been paying
15:29 attention you'll know how to add a
15:31 player to the map you just open up our
15:33 player and just add a marker to it
15:36 navigation marker boom done if I hit
15:38 play you can see our player shows up on
15:40 the marker they also show up on the
15:42 compass though which is not really
15:44 they're not really supposed to do that
15:45 it's all we need to do again let's just
15:49 go to add marker to uncheck
15:51 compass and there's also quite a few
15:53 markers that actually come with
15:55 narrative Navigator out of the box we're
15:57 going to change to the player icon and
15:59 I'm also going to make our player be
16:01 sort of a nice glow and I'm going to
16:04 check the box that says show actor
16:06 rotation and that way it will show the
16:07 rotation of the actor and you can see
16:09 now we've got quite a nice little
16:13 marker looks pretty good I'll also go to
16:15 the display name and I'm just going to
16:19 say your
16:21 player and what that's going to do is if
16:23 I ever open the world map and hover over
16:24 our player you can see it says your player
16:31 Gally you don't need to worry about
16:32 transforms like you can see if I walk
16:34 into this box you can see the marker is
16:36 just moving itself around you don't have
16:38 to do anything it's all coded to sort of
16:39 work for
16:42 you other things you might want to do is
16:44 you can see this this Cube's got this
16:45 sort of default marker on it and we've
16:48 given it a nice blue color let's say you
16:50 want it to have a different color on the
16:52 mini map as you do for the other
16:55 Navigators I'm going to select the cube
16:57 here and if you go to its marker you've
16:59 got all these override settings so if
17:00 you ever want it to have a different
17:02 color on the mini map for example you
17:04 can go down to ey content and we can
17:06 make it green for example on the mini
17:08 map and now if I hit play you can see it
17:10 will be green on the mini map but it
17:13 will be blue everywhere else so it's
17:14 quite nice to be able to do
17:16 overrides if you go into narrative
17:18 Navigator content blueprints you've got
17:21 this BP point of Interest actor and this
17:22 is quite an interesting actor so I'll
17:24 show you how this works if you drag it
17:26 into the level you can create a bit of a
17:28 point of Interest so that's obviously a
17:30 Fe that a lot of open World Games would
17:33 want so here's my point of interest and
17:35 to configure the point of Interest we're
17:38 going to go to POI tags going to click
17:41 add uh you do need to go to source and
17:43 select a source and I'm just going to say
17:45 say
17:48 pis Dot and then I'll give it some sort
17:50 of name uh Circle
17:53 Circle
17:55 thingy and I'll move this point of
17:59 interest to the circle thingy
18:01 also want to give it a display name so
18:03 we're going to set the display name to
18:05 to
18:08 Circle thingy I'm going to make sure I
18:12 select that tag that I made and you can
18:14 um make them a little bit more organized
18:15 than this if you
18:18 want so with this all set up and placed
18:20 in the level um the other thing you want
18:22 to configure is this fast travel
18:25 location so fast traveling is sort of a
18:27 feature that's been built in and it
18:29 works with these poi so you can put this
18:30 wherever you
18:33 want and I'll just show you in the
18:35 current version it won't actually show
18:37 the notification message but you can see
18:40 when I run up to it it turns from a
18:42 transparent color to sort of a visible
18:45 color so we've now discovered this POI
18:46 and once you discover a point of
18:48 interest if you hover over it you can
18:50 now fast travel to it and if I click on
18:52 it you can see it will Fast Travel me
18:54 based on where I put that fast travel
18:56 spot um so it's quite nice and it works
18:58 with World partitions for bigger Maps as
19:00 well it'll make sure the area of the map
19:01 has actually been loaded and before it
19:04 fast travels you if I use a game pad
19:07 same thing I can move over to the POI I
19:09 can hit a and it will Fast Travel me to
19:12 the location if I just restart the game
19:14 I just want to show you if you try and
19:16 hover over the location that you haven't
19:19 discovered yet it will not actually show
19:22 you that you can fast travel to it it'll
19:23 show you the location name but nothing
19:25 else you won't actually be able to
19:27 interact with
19:29 it if you're using narrative three
19:31 quests I've got a quest here I'm going
19:32 to accept
19:35 it and you can see it adds a marker we
19:37 have to talk to backer we're going to
19:39 talk to him and it should remove the
19:42 marker and it should tell me to go back
19:44 to Jack you can see you can add Quist
19:47 markers how do you do that what all you
19:51 do is you can see we've got a um a task
19:53 here for example just add an event and
19:57 there's one that comes with the plugin
20:00 it is ADD navigation marker and this
20:03 lets you add a quest marker you give it
20:06 a task ID and it automatically will add
20:08 it to the right thing and it will remove
20:11 the marker when you complete the task so
20:13 that's kind of a nice way to have it set
20:15 up with quests there might be a bit more
20:16 of a robust way to do it or a way that
20:18 will work better for your game but
20:20 that's a nice buil-in way into the
20:22 plugin that lets you do that um do that
20:25 within quests last thing I want to show
20:28 you that I I think I said I would talk
20:30 about is the custom waypoints so with
20:31 the mouse and keyboard you can double
20:35 click to add custom waypoints uh but how
20:36 do you save them to disk well it's
20:38 really easy to do we're going to go into our
20:51 up I'm going to hook the one key up to
20:53 save the game and I'm going to hook the
20:56 2 key up to load the
20:59 game drag in narrative
21:03 navigation save when we press the one
21:06 key and load when we press the two key
21:08 it not only saves every Waypoint you
21:12 found it also saves every uh point of
21:13 interest that you've discovered which is
21:15 really useful so when your player comes
21:16 back to your game it'll remember all of
21:18 the pois you found before which is
21:20 really useful so what I'll do I'll just
21:22 prove this we'll go ahead and discover
21:25 the cirle POI that I made and we will
21:29 add couple of way points
21:32 and then we'll hit one on my keyboard to
21:34 save we'll close the game we'll come
21:37 back everything's gone now but if we
21:40 press two boom loads it all back in it
21:42 remembers that we' found this POI so
21:44 really nice all saved to disk just like
21:47 all the other narrative plugins so that
21:48 is a general overview of how to use
21:50 narrative Navigator hopefully that has
21:53 been helpful and if you need any more
21:54 help of course we're always around in
21:56 the Discord and the link for that will
21:58 be in the description so yeah I hope you
22:00 pick up next and give it a go thanks for