BP Construction - Moving Platform

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Transcript

All right, welcome everyone. In this video, we are going to create a blueprint asset. And this one is going to be for creating a moving platform. Now, in this series of videos, we're just going to be focusing on the construction of the actual blueprint assets that we're about to create, we're not going to do any of the scripting side of it, this is just going to be combining all the components we need. And then we'll take care of the scripting the functional side of it later on. Okay, so with that all out of the way, come under your content browser, find your first project folder.

Under here, find the Blueprints folder, and then select the actors folder. We are going to create a new asset within this folder. So come under this area of the Content Browser right here, right click and some empty space and the new asset we want to create is a blueprint. class, go ahead and select that. And then you will get this window asking you to select a parent class. Most of these for us are going to be based on the actor class, an actor is an object that can be placed in the world, this moving platform will be manually placed by us in the world.

So go ahead and select that. And then you will be asked to give this a name. I'm gonna call this BP short for blueprint underscore moving platform. And this asterisk here obviously means we need to save it so you can right click and save it or you've got this little Save All button right here. That will go ahead and save that for you. Let's double click on this to open it up.

I like to dock these across the top. So what we see here is our viewport tab and the only thing you see in your viewport right here is this default scene route. Now if I was to drag and drop this asset into our level, like so all you would see is this little white sort of ball. That's not actually a static mesh of sorts, that's just an icon. So if I was to right click and play from here, you wouldn't actually see anything. But I'm just going to leave my BP moving platform out there for the time being.

Okay, gonna jump back into my moving platform blueprint here. And what I want to do is I want to add a component to this, I want to have a platform that my character can stand on. So what we're going to do is in the components tab up here in the upper left, I'm going to click on this green Add Component button, and we want to add a static mesh component. I'm going to just name this platform and with the platform selected, over in the Details panel, we can choose which Static Mesh we would like to add to our blueprint. I've got one in mind from the start. All city pack.

So I'm just going to click this drop down and search for Oh, what is the one I'm looking for it's called slums underscore, ceiling underscore, O, two D, that one right there. It looks like this. And the reason I chose this one is because it's got some sides to it. So when a character stands on it, they won't fall off quite so easily. Now I do want to scale this up inside it's, it's a little small. I'm gonna go ahead and come under the Details panel, put a three into either the x, y or the Z.

And because these are all scaled uniformly, if I tap three and hit the enter key, it will make it three times as big in the x, the Y in the z. So now I'm just going to Compile and Save. If I jump back to my level here, you can see now that my blueprint that I had placed in the level has updated. So this begs the question, Why are blueprints awesome to make? Well, the idea here is that we make one blueprint, in this case, a moving platform. And then any copies that we drag out into level will respect any changes that we make inside of this one asset.

So this one asset just has one Static Mesh, and eventually we're going to script it to move back and forth. And this way, we don't have to make it so that we create all of these moving platforms individually, we create just one asset that we can reuse again and again and again, throughout the level. Anyways, that's all for this one guys. We will see you in the next one.

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