Documentation
Controls
- LEFT MOUSE BUTTON: PLACE, PICKUP, AND DROP
- Q/E: ROTATE
- F/G: CYCLE SNAP POINTS
Blueprint Class Breakdown
Import Custom Model
- Import Static Mesh as an FBX
- Add Collision
- 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).
- Create a child actor derived from BP_Block.
- Set the static mesh to your imported mesh.
- Open the class defaults of the created actor.
Adding Snap Points
- Open your actor's blueprint class.
- Add a component of type “SC_SnapPoint”.
- 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
- Click on the snap point that you added to your actor blueprint.