Availability: Public Title:6. Adding Visual Effects Crumbs:%ROOT% Description:Robo Recall Modding Documentation Parent:Modding/RoboRecall/HowTo/ExtendFunctionality type:how-to order:6 tags:Modding tags:Robo Recall topic-image:Modding/RoboRecall/RoboRecall_Topic.png social-image:Modding/RoboRecall/RoboRecall_Social.png checkpoint:mod_extend [NAV] In this step you will be finishing off the GrenadeGunPistol Blueprint by adding a particle system, sound, a radial force, and finally cleaning up the gun after the explosion. ## Steps 1. Using the techniques learned in previous sections, create a **Add Radial Force Component** node. ![image alt text](image_0.png)(w:916 h:472 convert:false) 2. It needs a transform, so create a **Make Transform** node and connect its output to the **Relative Transform** pin on the **Add Radial Force Component**. ![image alt text](image_1.png)(w:934 h:354 convert:false) 3. Select the **Add Radial Force Component** and change **Impulse Strength** to `650.0`. Enable **Impulse Vel Change**, Enable **Ignore Owning Actor**, and **Force Strength** to `0.0`. ![image alt text](image_2.png)(w:485 h:502 convert:false) 4. Also, using the **+** sign on the **Object Types to Affect**, add a new entry and change it to **WorldDynamic**. This will allow the force to hit the bot ragdolls. ![image alt text](image_3.png)(w:485 h:528 convert:false) 5. Next, pull off the **Return Value** on the **Add Radial Force Component**, search for and create a **Fire Impulse** node. ![image alt text](image_4.png)(w:728 h:461 convert:false) 6. From the output execution pin of that node, add a **Spawn Emitter at Location** node. ![image alt text](image_5.png)(w:661 h:457 convert:false) 7. Set its **Emitter Template** to `Boss_Rocket_Explo`. ![image alt text](image_6.png)(w:480 h:600 convert:false) 8. From the output execution pin of that node, add a **Spawn Sound at Location** node. 9. Set its **Sound** to `GrendaeExplosion_C_Cue` ![image alt text](image_7.png)(w:662 h:242 convert:false) 10. From the output execution pin of that node, add a **Set Ammo Remaining** node, which should come in set to 0. 11. From the output execution pin of that node, add a **Force Cleanup** node, which will dissolve and destroy the gun. ![image alt text](image_8.png)(w:765 h:201 convert:false) 12. Create are a **Self** node (search for **Get a reference to self**). Pull off **Return Value** and create a a **Get Actor Location** node. ![image alt text](image_9.png)(w:934 h:293 convert:false) 13. Connect the output of the **Get Actor Location** node to both the **Spawn Emitter** and **Spawn Sound at Location** nodes. ![image alt text](image_10.png)(w:934 h:289 convert:false) 14. Below you can see the full graph. [REGION:tip] The graph below has been cleaned up using **re-route nodes**. These are essentially pass-through nodes that enable you to better organize the connections in a graph and make the graph easier to read. [/REGION] [OBJECT:Snippet] [PARAMLITERAL:id] result [/PARAMLITERAL] [PARAMLITERAL:type] blueprint [/PARAMLITERAL] [PARAM:image] [REGION:lightbox] [![image alt text](image_11.png)(convert:false)](image_11.png) [/REGION] [/PARAM] [PARAM:snippet] [INCLUDE:#snippet] [/PARAM] [/OBJECT] [REGION:caption] Click the icon in the upper left corner of this image to copy the Blueprint Graph and paste it into your project. [/REGION] ## Results The GrenadeGunPistol is now complete. In the final step, you'll go over how to test the gun and ideas on where to take it next. [NAV]