BP Construction - Door

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Transcript

Welcome back everyone in this video we are going to create the blueprint for an interactive door. So coming under the same folder that we were in before content, first project blueprints and actors. Right click in some empty space and we are going to create a new blueprint class. This one too will be based on actor. Let's go ahead and call this BP underscore door simple enough. And let's double click on this guy to open them up.

Dr Macross the top here, there are three different components that we are going to add to this one. First one we are going to add clicking on the green add components button is going to be if we scroll on down it is going to be box collision. And I'm going to give this a name right away and just simply call it killer And over in the Details panel, I want to set our z location to be 100. So up a little bit off the ground. The box extents themselves I want to customize as well I want the x to be 100 the Y, I want that to be 300 and the Z i want to be 100. The idea here is that we're going to make a door that we can interact with this collision volume is going to detect when our player is close enough to the door where they where they can interact with it.

Okay, we're not done yet with this collision components here. We're going to scroll down and find the collision section. And we want to change our collision preset here to be custom in our collision presets, We want to make sure that we can overlap everything right now this would block our projectiles which we do not want. So make sure that you check right here so your projectiles don't bounce off this invisible collision box. Okay, next one we want to add here turning my page of notes. Let's select our default seen root component.

So the way this works is any any sorts of components that you add will be attached to whatever you have selected in your components panel. So by selecting our default seen root component, we then are going to add another component, a static mesh component which we will call door and you can see the relationship here The door is attached to this invisible default scene route as is our collision Okay, what kind of settings do we want to set for our door here I have some written down. Firstly, with that door selected, we should slot in a static mesh. I'm going to click the drop down and I have one in mind. It is called slums underscore would wall underscore 01 e underscore, o, p or zero P. It's this guy right here looks like that's a zero. Yeah, no, in Oh, in Oh, that's an O nada, nada, zero.

It looks like that. Okay, and I do have some transform settings I want to change for this as well. I want to set the location for this to be negative 70. And I do want to adjust the scale. I'm going to unlock the scale here. I'm going to set the x to be 1.4, the Y 1.2 and the Z to be 1.2 as well.

Now if you're wondering how I just came up with those values off the top my head, it was a lot of fine tuning off camera. So saving you awesome time right here. Okay, so that's all we want to do for that component. Let's add one more component here. And I'm going to select my default scene route, Add Component. And the next one we are going to add is something called a text render component.

I'm just going to search for it up here to my search bar, text render. Go ahead and select that guy. And you can see that is attached to our default scene route as well. And I'm going to leave the text render actor simply named as text render, that's fine. And with that guy selected, over in the Details panel, we got some things we want. To set for it.

Let's do the text itself first. You can see this thing is always kind of facing the wrong direction, it seems like there it is right down there. I'm gonna set the text to read F to open. Okay, I'm going to change the horizontal alignment here to be center. The vertical alignment to be text top and along the upper portion here of the Details panel in the transform area. I'm going to set the location to be 10 in the Y 145 in the Z up off the ground, and the rotation I'm going to set the Z rotation to be 90.

So the idea here is is that the player is going to over Lap this collision volume and eventually through scripting that message F to open is going to show. And then a player is going to be able to tap the F key to actually make that open. Last thing I want to do here is I don't want this text to be seen right away. So I'm just gonna come under my text render component here. And where it says visible, I'm going to uncheck that I do not want that to be visible right away. But actually, you know, I'm gonna make it visible for just a second because I want to scale the world size here that's a little small.

Let's scale that up to be I don't know something like 35 and you can fiddle with that to your liking. Now I will uncheck the visibility here to make it not visible. Let's go ahead and compile in save, we can exit out of here, and you can just drag and drop one of these into your level to get a rough idea as to what that's going to look like. And again, I'm going to place these kind of Right about at the ends of my pipes here to have the player manually enter them and exit them. Alright, that's gonna do it all for this one guys. We will see you in the next one

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