Last Updated On May 05, 2018
Create a Blink Dagger, which will blink the player to the targeted location the dagger is thrown at
- Create a new folder called “TestBlinkDagger” under”..\Game\Mods\MyMod\”
- Copy the below blueprints to TestBlinkDagger folder and rename them (you can use references to search for blueprints that are to be copied)
- Blueprint for the item, dagger
- Dal_PrimalItem_WeaponStoneDagger→ PrimalItemWeapon_BlinkDagger
- Blueprint for crafting the dagger
- DAL_EngramEntry_WeaponStoneDagger→ EngramEntry_WeapWeapon_BlinkDagger
- Blueprint for the weapon, dagger
- Dal_WeapStoneDagger→ WeapWeapon_BlinkDagger
- Blueprint for the projectile
- Dal_ProjDagger→ Proj_WeapWeapon_BlinkDagger
- VFX files
- SkillPartical_Sheep_staff_disappear2→ SkillPartical_Blink_Disappear
- SkillPartical_Sheep_staff_disappear22→ SkillPartical_Blink_Appear

- Blueprint for the item, dagger
- Double-click MyMod_GameDataPlus_BP to configure its settings.
- Tech Tree Manager —- Mod Tech Tree Array
- Access the Skill Columns parameter à0 à Skills à
- 0:
- Skill Name: Type in “ModWeapon”.
- Icon Image—-Image: reference the image techtree_icon_melee
- Skill Description: Type in “Test Weapon”
- Skill Type: Select unknown
- Skill Source Descriptions
- 0: Type in “Level Up”.
- Skill Ranks
- 0:
- Experience Needed: Type in “0” (This means that no experience is needed for unlocking)
- Level Requirement: character level required for unlocking; fill in “5”
- Skill Rank Rewards:
- 0
- Engram Blueprint Classes: unlocking the knowledge will grant the Engram/recipe; reference EngramEntry_WeapWeapon_BlinkDagger
- _IndexID (Mods ID must in limit:’800-1000′): Knowledge ID should not conflict with other Knowledge ID, fill in “800”

- 0
- 0:
-
- _IsNeedExp: leave unchecked, meaning false
- _NeedOwnTech: leave this blank
- _SourceDescriptionInfo
- 0; Type in “Level up to 5”
- Technic Tree Stat Add Value: character stat increase after unlocking the Knowledge.
- 0
- Property Type: Select Melee Damage Multiplier
- Modify Type: Select Modify Max Value Add
- Initial Value Constant: Type in “0.1”
- Display as Percent: Leave checked, meaning true

- 0
- Configure the EngramEntry_WeapWeapon_BlinkDagger blueprint
- Blue Print Entry: item blueprint, reference PrimalItemWeapon_BlinkDagger
- Engram Descriptive Name: Type in “My Blink Dagger”
- Engram Icon: reference Dagger_1H_0003_mesh
- Configure PrimalItemWeapon_BlinkDagger blueprint
- Weapon Template: reference WeapWeapon_BlinkDagger
- Item Icon: reference Dagger_1H_0003_mesh
- Base Item Weight: Type in “0.1”
- Item Quantity: Type in “99”
- Max Item Quantity: Type in “1”
- Configure WeapWeapon_BlinkDagger blueprint
- Skeletal Mesh: reference Dagger_1H_0003_mesh
- Weapon Ammo Item Template: reference PrimalItemWeapon_BlinkDagger
- Dont Actually Consume Item Ammo: leave checked for true
- Projectile Class: reference Proj_WeapWeapon_BlinkDagger
- Minimum Initial Speed: fill in “1000”
- Maximum Initial Speed: fill in “3000”
- Pulling Time for Maximum Speed: fill in “0.8”
- Minimum Pulling Time to Fire: fill in “0.2”
- Configure Proj_WeapWeapon_BlinkDagger blueprint
- Pickup Item Class: reference PrimalItemWeapon_BlinkDagger
- Pick Up Quantity: fill in “0”
- Percent Chance to Break on Impact: fill in “100”
- Graph Script:Set the Event graph to resemble the image below.
- see below


