Documentation


Controls

Blueprint Class Breakdown

Import Custom Model

  1. Import Static Mesh as an FBX
  2. Add Collision
    1. Make sure the collision is slightly smaller than the actual mesh (this is because the simple collision is used for checking if another mesh is overlapping).
  3. Create a child actor derived from BP_Block.
  4. Set the static mesh to your imported mesh.
  5. Open the class defaults of the created actor.

Adding Snap Points

  1. Open your actor's blueprint class.
  2. Add a component of type “SC_SnapPoint”.
  3. Position the snap point where you want (position the red dot/up vector of the snap point in the normal direction).

Changing Snap Point Variables

  1. Click on the snap point that you added to your actor blueprint.