1 - Required Setup

Setting up your project to work with Blueprint Sets.

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Before you can start working with Blueprint Sets, you'll have to set up your project to display the container's contents.

  1. From the Unreal Project Browser, select the New Project tab, choose the First Person Blueprint project, and name your project, ExampleSetProject.

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  2. Before creating your new project, please make sure that the project matches the following settings:

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  3. Double-click the Blueprints folder from the project's Content Browser.

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  4. From the Content Browser, go ahead and click the Add New button, hovering your mouse curser over the Blueprint Class, which is located under the Create Basic Asset pop-up menu.

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  5. After the Pick Parent Class menu opens, click the All Classes arrow to search for the TextRender Actor Blueprint Class.

    Step1_4.png

  6. Enter TextRenderActor in the Search Bar, selecting the TextRenderActor Blueprint Class before clicking the Select button.

    Step1_5.png

  7. At this point, you should have a new TextRender Actor located in your project's Content Browser. Go ahead and name the new Actor DisplaySet.

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  8. Now, drag the DisplaySet TextRender Actor into Unreal Editor's Perspective (3D) Viewport.

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  9. With the DisplaySet TextRender Actor selected, click the + Add Component button (located in the Details panel), and enter Box Collision into the Search Bar.

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  10. After adding the Box Collision Component to the TextRender Actor, name the new Component, Trigger Box.

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  11. Now, select the TextRender Component to view the Actor's Transform in the Details panel.

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  12. Update the Display Set Actor's Transform to reflect the following values:

    Step1_11.png

  13. Now, change the Display Set Actor's Horizontal Alignment to be Center aligned (rather than Left aligned, which is the default Horizonal Alignment value).

    Step1_12.png

  14. Currently, the Trigger Box Component is Hidden in Game. Go ahead and clear the Hidden in Game check box (located in the Rendering menu of the Details panel) so that you can view the Box Collision Component in-game.

    Step1_13.png

    Having the ability to view Box Collision Components in-game is a great way to debug any potential issues with the underlying logic driving a triggered event.

  15. If you enter PIE (or Play in Editor) mode, you'll notice that your projectiles will have a collision response to the Display Set collision box. Currently, we only want the Display Set collision box to trigger an event that allows us to display the contents of your Set containers. To do this, go to the Collision menu (located in the Details panel), click the Collision Presets drop-down list box, and select the Custom... option.

    Step1_14.png

  16. Finally, update the Collision Presets to reflect the following values:

    Step1_15.png

End Result

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By now, you've created a new project, having also set up a new TextRender Actor, which will display the contents of a Blueprint Set container that you'll create, edit, and display in the next step.

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