Level Editor Component Workflow =============================== Create the Actor ---------------- Empty Actor ^^^^^^^^^^^ In `Place Actor` choose `Basic` and drag `Empty Actor` to the viewport. .. image:: /_static/images/empty_actor.png Add the Bush ^^^^^^^^^^^^ In the `Content Browser` go to `Content > StarterContent > Props` and drag `SM_Bush` into the Empty Actor's component. .. image:: /_static/images/putting_bush_inside_empty_actor.png Drag the `SM_Bush` upward and replace `DefaultSceneRoot` Add the fire ^^^^^^^^^^^^ Click `+ Add Component` select `Particle System` and rename to `Fire` Under `Template` change `None` to `P_Fire` .. image:: /_static/images/change_ps_template_to_fire.png Uncheck the `Auto Activate` .. image:: /_static/images/uncheck_auto_activate.png Trigger Box ^^^^^^^^^^^ Click `+ Add Component` Choose `Box Collision` and rename it to `TriggerBox` Adjust the box to contain the `SM_Bush` Create Blueprint ---------------- Click on `Blueprint/Add Script`: .. image:: /_static/images/convert_obj_to_blueprint_class.png Choose `/Game/Blueprint/BurningBush_BP` .. image:: /_static/images/create_burningbush_bp.png Event Scripting --------------- 1. Select `TriggerBox` and click on add `On Component Begin Overlap` 2. Create reference to `Fire` 3. Connect fire to `Activate` .. image:: /_static/images/connect_fire_to_activate.png 4. Connect `On Component Begin OVerlap` to `Activate` Bush Blueprint -------------- .. image:: /_static/images/bush_blueprint.png Blueprint from existing objects ------------------------------- Select walls, `TriggerBox` and `PointLight`. .. image:: /_static/images/select_walls_triggerbox_pointlight.png Under `Blueprint` select `Convert Selection to Blueprint Class...` .. image:: /_static/images/convert_selectoin_to_blueprint_class.png Redo event scripting, make a few houses and they all behaves the same. Click on `Save All` under the `Content Browser` .. image:: /_static/images/save_all.png Reference --------- https://www.youtube.com/watch?v=mHfiAOlZZRQ