1 - Required Setup

In this step, we do a bit of project preparation and import and create some of the assets that we will use in this guide.

For this guide, we are using the Blueprint Third Person Template project. You will also need to download/extract these Sample Assets for use with this tutorial.

Before you can start working with Blueprint Maps, 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 ExampleMapProject.

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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 Blueprint 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 cursor 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.

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

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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 DisplayMap.

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

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9.  With the DisplayMap 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 Map Actor's Transform to reflect the following values:

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

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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.

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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 Map collision box. Currently, we only want the Display Map collision response to trigger an event that allows us to display the contents of your Map 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.

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

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Section 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 Map container that you'll create, edit, and display in the next step.