BP Construction - Fan

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Transcript

Welcome back. Once again in this video Our goal is to get together all the components for a blueprint that is going to be a spinning fan that can damage our character. Let's get right to it. We are in the same folder that we have been for our other blueprints. Right click down here in the Content Browser blueprint class based on actor parent class. Let's name this guy BP fan.

Double click to open him up. And let's add a components. The first one we are going to add is a static mesh component. And I'm going to name it gear and I am going to set some details with it right away. So with that component selected, come in your Details panel. And in the Static Mesh area, do a search for gear and we are looking for this Gear Oh 101 and you don't see it right away because we are inside of it.

So scroll back. This is a giant giant mesh. And I do want to scale it down quite a lot. I am going to make sure I've got my scale here unlocked and I'm going to set my x to be point, one five, my y to be point 05 and my z will be point 05 as well so that's gonna make it a lot smaller. Okay. Next thing I want to add is he is another Static Mesh component, but I want to select my default scene route first.

And this one is going to be a static mesh and I'm going to call this blade underscore Oh, one, this is gonna be one of the fan blades. So over in the Details panel Let's set a static mesh right away. And the Static Mesh we are going to slot in for this one is, well if you just type in the word pillar it's this guy right here SM pillar frame. And as you may expect, I've got some transform settings I want to set let's do location of x value of negative five. For the scale, I'm going to do X scale of 0.5. The y scale we will do point 05 and the Z I'm going to do as whoops not point 05.

I'm looking at my gear for the Y right there. So the why I want to be 1.5 rather and the Z. I want to The one so that's pretty good right there. Okay, so next thing we're going to do is select your default scene route one more time, and I'm going to add another component, this one is going to be box collision. And I'm just going to call this collision underscore oh one. And of course, got some settings I want for this one is well let me set the box extense. First, I'm going to go x value of 20, a y value of 20 and a Z value of 200.

You can kind of see how it's shaping up here in the viewport. I'm then going to change the location up here the Z location to be 200 as well. Okay, so this is going to be Some collision that surrounds our fan blade here and that's going to be the thing that we're going to detect if it hits our player. All right. I could thin this up a little bit, but I'm pretty happy with it as is we'll leave that alone. Okay, so with that in place, let me just scroll down and see if there's anything else here.

I want to change, overlap all that's all well and good. Okay, so with that in place, I'm actually going to left click on my collision here, drag and drop it on top of my blade. I do want it to be attached. Okay, so that's one of the fan blades. We can take a little shortcut here to add a fan blade here, here and here. And this is what we got to do.

Select your blade or one, hold down Control and select your collision or one as well. You can then right click here. Copy, then come to your default scene routes. Select that right Click, and we're going to paste once. We're going to paste twice, and we are going to paste a third time. All right, so now we've got four of these blades actually overlapping one another.

So what I'm going to do, so I'm going to bring out my rotational tool here. And let me just get the names for all these right before we do anything. I'm just going to hit f2 on this and I will call this blade, O two, f two, blade 03 f two f2 blade 04. And as you may imagine, I'm going to do f2 collision underscore o two, f two, collision, underscore o three. And here, you can change the name f2 right here, but just to show something else you can do, you can change the name up here as well in the upper right. So I will call this collision, oh four.

All right. So now I'm going to select my blade oh two and I'm simply going to rotate one of these down to the side here. And you notice that I do have my rotational snap settings on in increments of five. Then I'm going to take this one and we'll rotate this one all the way down 180. And this guy, we're going to rotate, like so off to come on now there we go to the right. Okay, we're not done yet.

There's one more component we want to add. And this is a special component. Ooh, let's add another component and this one, we're going to do a search for row tating movement rotating movement component. Now this doesn't actually attach to anything here. This is just a special type of component and what we can do here is there is a rotation rate setting over in the Details panel. So make sure you've got this particular component selected, and we're going to change our Z value here to zero and our x value here, we're going to change to be 80.

So with all that done, let's Compile and Save. And let's see about what this looks like in our level. Now, one thing I want to mention is this was intended to go in our pipes here, I think I've changed my mind here, these pipes are just going to be a little bit too small to have a spinning fan blade in because you can see if I drag this in, it's gonna be relatively large, right? And so let me just position this like so. I got to make sure if this is spinning around that a character can fit underneath it, right. So I think I'm gonna change this pipe To be something more of just a flat cord or that is going to have some spinning fan blades.

And so right now if I was to jump in and play, you can see my fan blade is spinning. Now nothing's gonna happen if it bumps into me now. But we will change that later so that it actually does kill us right now it's just going knocking us around, right. So that's going to be pretty cool. Now, one thing to note here is you can change the rate at which that rotates. So if you increase this to something like 300, so rotating movement, rotation rate, 300 Compile and Save that let's jump back in and play.

And now you can see that's going much faster. So know that that is something you can change as well. I'm going to set it back to 80 for the time being, Compile and Save. All right, that is going to do it all for this one for creating our fan base. blueprint. We will see you guys in the next video.

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