Welcome back everyone in this video Our goal is to create a parent target blueprint from which all other target blueprints we create are derived from. Think of this as the master templates. This is a target which our player will be able to shoot in the level. Now we're going to have a few different types of targets some that gives the player points, some that give them a speed boost, some that adds more time to their level timer. This is going to be the master copy. So without further ado, in the folder that we have been working in, up until this point, let's right click, do a new blueprint class based on actor and BP underscore target parent makes for a fine name.
Go ahead and double click to open that guy up. Let's add a few components. Starting with a box collision, I am going to name this trigger volume. Just a sneak peek as to what we're going to be doing here, we are going to make some targets be capable of getting spawn when we overlap a trigger volume like this guy right here. We are also going to be making another blueprint that is going to act as a set swatter, where we can spawn several targets all at the same time. This one is meant for the single spawn.
All right, the default scene route here, select that one more time we're going to add another component. This is going to be sphere collision and I will call this target collision. This is going to be the thing we're going to check to see if our player has shot the target and if we should destroy the target. With this component selected, let's add another component Let's add a static mesh target would make a fine name for this this will be the visual representation of a target. Select your target collision once more. Let's do Add Component and look for a text render a component.
I'm going to call this point value using PT value as my label for that we are going to print out on this what the text should be. So if it's worth you know 500 points this will show as a 500. Select your target collision once more. Let's add a component and this one we are going to add a spotlight Why are we adding a spotlight because I want to make our targets a little bit more visible so we're going to actually shine a spotlight on our target mesh spotlight to find fine name for that. I'm good. All right.
Select your trigger volume at the Top of the components list. Let's go ahead and set some details pertaining to that. Personally I'm going to change is the box extents over here, I'm just going to thicken it up a little bit to be 50s across the board in the x, y and the Z. Next I'm going to come down into its collision settings and instead of overlap all dynamic, I'm going to change it to custom because I do not want our projectiles being blocked by that I want them to overlap that. Next I'm going to select our target collision. And while we are here in the collision section, let's change some of the collision settings for this let's go ahead and change the collision preset to also be custom and make it so that our projectile can overlap this one.
Additionally, scroll on up because I want to Change the sphere radius here, the sphere radius. Let's change that to 105. And then I want to change the rotation of this particular radius to be negative 90. And I know you may be saying, hey, that's just, that's just a sphere. What doesn't matter if we rotate it, but we rotated all the components underneath it as well, which is something we want. Um, Next, select your target mesh, you need to find out what type of visual representation you want to have a targets.
You can choose anything you want. I'm going to keep it really, really basic here. So I'm going to go into my Static Mesh portion of the Details panel and I am going to do a search for a sphere and there are all kinds of spheres the one that I am looking for is is that that one or is it this one? I think it's this one and in the tooltip, it shows the path Engine engine meshes. Let me try this one, I might have the wrong one. That is the wrong one.
I didn't want it that big. So I wanted the one that is in this path. If I hover over it, it'll show that path engine basic shapes, sphere. With that set, I'm going to change the scale of this, and I'm going to change it. I'm going to unlock this so I can make the XP to the Z, I'm going to change to B two and the y I'm going to be changing that to be point two. So now what you've seen I have done I've essentially made kind of a disc here like a flat target.
And as you notice, it's no mistake that I made it so that our target collision fits nicely around it. That's why I set the sphere radius to be 105. So it would be perfectly fitting around that. You're a genius, Mr. quandra. Yes, I know. Okay, um, let's go to point values.
So like that one. Let's go ahead down in the Details panel and flipping my page and notes. I'm going to set the location for this text to be a y value of 10. The z rotation I'm going to set to be 90. You see it appear over here. I'm just gonna set the text to be some dummy value of 9999.
That's just a placeholder. we'll swap that out later on. I do want to change out the world size. This is way too small, so I'm going to change that to be 100 And what else do I want to change here the horizontal alignment, I want to be center. And the vertical alignment, I want to be text center as well. So that's going to center it up pretty nicely.
Let me see where the text render color. I'm going to change the R here to be zero, the G to be zero and the B to be zero is well. Black now Yeah, yeah, I'm gonna change that to be black because I do believe I forgot to set a material on my target, which I did. I was like, Wait black on this black target, what am I thinking? So one thing I need to change here, go back to your target components. I forgot to set a material on it.
The one I'm going to set as a default is called basic shape. material and that'll make that text pop out a little bit more. I knew there was a reason I made it black. All right, that is looking all spiffy The next thing we need to do is change our spotlights parameters. I am going to change the location of this, the Y location is going to be 200 the rotation I'm going to set x rotation of 180 and the Z rotation to the negative 90. So it's shining it on our target a few more things to do before we wrap this up, I'm going to change the intensity setting of our spotlight to be 3000.
I'm going to change the outer cone angle to be simply 30. So it's kind of shining. On our target, I'm going to change the attenuation radius, that's how far our spotlight reaches something like 250. So just barely reaches that. And as for the intensity, I'm, you know, I'm not sure if that's gonna be great or not, I don't want to make it too bright. Otherwise you get that kind of effect.
So I'll leave 3000 for now, maybe we'll change that at some later time. Last thing I'm gonna do here is I'm just gonna tick off the check shadows just to help improve performance a little bit. Other than that, I think that's gonna do it. Okay, so let's go ahead and Compile and Save. We have now made a master target blueprint that all of our blueprints will be derived from. So guys, that's gonna do it all for this one.
We will see you in the next one.