Welcome back everyone we're making good progress here. So in the last couple of videos, we made some blueprints for a steam jet in a van things that can harm our player now we're going to create a health pickup in this one. This blueprint is meant to heal our player so let's get right to it content first project blueprints actors folder, right click in the Content Browser blueprint class and you guessed it based on an actor parent class. bp health pickup seems like a fine name. Let's double click on this guy and add some components showi Let's come on over into the Add components section click on this plus button. In the first thing we are going to add is sphere collision.
I'm just going to name this collision. Next thing we are going to add in, I am going to select our default scene route once again first Add Component, we're going to add a static mesh. And I'm just going to call this mesh I don't have a better name for it. Next we are going to add another component we are going to add a rotating movement component kind of like we did with our fan. And then we're going to add one more type of special component. And this one is going to be called interpret to movement components.
So So the idea here is that we want to have a mesh that is bobbing up and down a little bit as well as twirling around. Okay, so now we got all those components in place, we need to set the details for it. So let's start with our code. Select your collision component. And let's set our sphere radius here to be 100. Something kind of big, that's going to be the thing that we eventually check to see if the player is overlapping in order to collect the health pickup.
Let's come down into the collision section. And under collision presets, click that little drop down triangle. And once again, instead of overlap all dynamic, you can change it to you could well let's change it to custom. So we can make it so that our projectile does not bounce off that thing if we happen to shoot it so custom and just make sure you check projectile to overlap as well. You could set it to ignore too but this makes me happy when I see checkboxes on the line I don't know. Okay, next thing we're going to do is select our mesh components and in the Details panel.
Let's find a mesh And there's one called SM underscore sequencer key. This is actually in some of your engine content, you can use whatever mesh that you want to hear I just kind of like the the look of this glowy green object here. So that's what I'm going with, but you could use whatever Static Mesh you want that's going to speak health to you right. I am going to go into the collision section here for this mesh, and instead of block all I'm just gonna set it to be no collision. So collision will not be enabled for that, because I don't really want stuff to be bouncing off of that should we shoot projectiles and stuff. Next, let's select our rotating movement component.
What do we want to set for this, let's do a rotation raid z 180. Let's give that a try. Okay, and let's select our interrupt to movement component, this is what's going to make it move up and down. So I'm going to set a duration here for three seconds and I'll explain all this in a little bit. So we got that set to three seconds. That is going to be basically the length of our movements cycle how many seconds.
Then under control points, we're going to click this plus symbol, and we're going to click it not once, but twice, and you're going to see this zero and one added. Go ahead and click these triangles next to each to expand their parameters. For the zero position, we're going to leave this at 000. For the one position, we are going to set z to be 25 lakhs Down here in the behavior section, we're going to set the behavior type to be ping pong. Okay, so now what did we just do? Basically, what I did is I specified two control points, one at this location one at a location, Z value 25 units away.
So think of the initial control point at this location and the other control point at a location 25 unreal units above it over the course of three seconds, it's going to go from zero to one, think of zero as this position one as this position and back. So up, then down, then up then down. Why is it going to go up and down because we set this behavior type to be ping pong. Alright, so with that done, let's Compile and Save. And I always like to see what this looks like in my level, scale with everything else. So let's drag and drop that in here.
And if I was to right click and pull From here, you can kind of see what that looks like that looks pretty sweet, right? I can pass right through it. bullets are going right through it as well. Eventually we will add script to make it so that when we overlap this, it heals us. Alright, so that particular health pickup actor is meant to go in place stuck back at the beginning of my level here of my placeholder table in statue. All right, so that'll make for a nice little pickup over there.
Well guys, that is gonna do it all for this video. Hope you learned a lot. We will see you guys in the next one.