Welcome back everyone, we have one more blueprints to construct in this series of videos. And this one, we are going to be putting together a level complete blueprint. This one is not going to be very visual, but it's going to be more functional. So, right here, I have flown our camera to the end of our level where we've got this fine looking lampshade that I'm currently using to identify the end of our level. Well, what I need is some blueprint that is going to exist out here towards the end of our level that is going to serve to notify our game when the players actually reached this point. And this blueprints going to be really simple to construct.
All we're going to do is come down here in our content, first project blueprints actors folder here, right click in some empty space blueprint class, and it's going to be based on actor as you would expect. BP underscore level completes, let's call it that, double click on this guy. And all we need for this one is a trigger volume. So I'm just going to add a component here. It's going to be some box collision. Gonna just call it trigger volume.
And of course I have got some box extents that I want to set for this. Let's go 500 in the X 500 in the y and z let's go 500 doesn't really have to be tall. And of course, I am going to want to change some of the collision settings here as well. Because I don't want my bullets to be hitting that collision right there. So let's go collision preset. Custom change our projectile to open Clap, it could be ignore as well.
And then let's Compile and Save this. Let's drag this out into our level. And you can see where this is going to be occupying all that end of level space. Now, I don't have it perfectly positioned, but you know what, since I am here, why don't I just go ahead and place it where I need to. Let's go to a top orthographic view, I'm gonna tap that F key with it selected, so I frame right up on it. Let me get my snap settings set to 50 control plus end, just snap it to the grid and with this in place, you know what I will leave my lamp out there for the time being just to help indicate that that is the end of level.
I could jazz that up a little bit more. So that's good from a top perspective. And then from a side perspective, We're just gonna nudge that up is well, something like that. All right, one more thing before we wrap up this video because that's all we needed to do to create that blueprint. There's gonna be some scripting involved with that later on. But down here in the Content Browser, you see all these icons, these thumbnail images related to your various blueprints.
And you can see some of them are sort of at an odd angle. Wouldn't it be cool if you could twist and turn and customize these thumbnails? Well, you can. Down here in the view options. You can select that choose thumbnail Edit Mode, and when you are in thumbnail edit mode, you can left click on any of these icons and twist and turn them around. Like so.
Pretty cool, right? And when you're Done with that you can simply click done editing and then save all and you are going to be good to go. Alright guys that is going to do it for this one and for this whole series on BP construction. We will see you guys in the next videos