Level Editor Component Workflow

Create the Actor

Empty Actor

In Place Actor choose Basic and drag Empty Actor to the viewport.

../../_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.

../../_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

../../_images/change_ps_template_to_fire.png

Uncheck the Auto Activate

../../_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:

../../_images/convert_obj_to_blueprint_class.png

Choose /Game/Blueprint/BurningBush_BP

../../_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

../../_images/connect_fire_to_activate.png
  1. Connect On Component Begin OVerlap to Activate

Bush Blueprint

../../_images/bush_blueprint.png

Blueprint from existing objects

Select walls, TriggerBox and PointLight.

../../_images/select_walls_triggerbox_pointlight.png

Under Blueprint select Convert Selection to Blueprint Class…

../../_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

../../_images/save_all.png