3. Convert Your Actor to a Blueprint Class

Make your launchpad reusable and scriptable by converting it to a Blueprint Class

Windows
MacOS
Linux

Making changes inside the Blueprint means that each time you make a new launchpad, it will have the look and feel you have created in the Blueprint Editor. While you could duplicate your LaunchPad Actor around the level, any changes you make on a particular launchpad would only affect that one copy.

  1. In the Details panel, click on the Blueprint/Add Script button.

    BPButton.png

  2. Expand the SideScrollerBP folder, then select the Blueprints folder.

  3. At this point, you could rename your Blueprint, or leave it as the default LaunchPad_Blueprint.

  4. Click on Create Blueprint.

    CreateBlueprint.png

Your Blueprint is now visible in the Content Browser. Right now, you could drag and drop from the Content Browser into the level to create lots of copies of your platform mesh and trigger, but there will not be any behavior on it yet. In the next step, you will start setting up the graph nodes inside of your Blueprint to launch your Character when it crosses the launchpad.

LaunchPadBP_CB.png


Tags
Select Skin
Light
Dark

Welcome to the new Unreal Engine 4 Documentation site!

We're working on lots of new features including a feedback system so you can tell us how we are doing. It's not quite ready for use in the wild yet, so head over to the Documentation Feedback forum to tell us about this page or call out any issues you are encountering in the meantime.

We'll be sure to let you know when the new system is up and running.

Post Feedback