S2.07 Creating the gate and component attachments
Lesson Summary
In this lesson, we covered:
- Creating a gate as a gameplay element in Unreal Engine.
- Configuring components and using scene components as pivot points.
What did we do?
✅ Updated for UE 5.4.1
Create a new blueprint for the gate and set up the components
In the Content drawer / browser, create a new folder namedGate
inside the Content/DungeonCrawler/GameElements/ folder.- Inside the folder, create a new actor blueprint called
BP_Gate
. - Add a Static Mesh component and rename it to
DoorMesh
. - Create a static mesh using the modeling tools, call it
SM_TempGatePiece
, move it to our Gate folder. (Use the Create menu to add the box and the Model → PolyGroup Edit to edit it) - Optional: If the created static mesh has a weird pivot point, it is recommended that you edit it by going to the XForm → Edit Pivot menu inside the modeling tools and clicking on the button called Bottom, and then on Accept.
- Set the newly created mesh as the Static Mesh in the DoorMesh static mesh component.
- Duplicate the DoorMesh component and rename it to
RightDoorMesh
, and the other toLeftDoorMesh
.
Set up scene components as pivot points inside the blueprint
- Add a Scene component to your gate blueprint and rename it to
RightDoorScene
. - Attach (drag and drop on top of) the RightDoorMesh component to the RightDoorScene.
- Click the RightDoorMesh component and move it only in the Y axis to the side in a way that the scene component is on the edge.
- Adjust the location of the RightDoorScene to the right side.
- Do the same steps for the other side.
Unreal Engine Terminology
Forward Axis: In Unreal Engine, the X axis is considered the front.
Right Axis: In Unreal Engine, the Y axis is considered the one on the right.
Up Axis: In Unreal Engine, the Z axis is considered the one that goes up.
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