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Unreal Engine Blueprint Tutorial: Build Your First Launchpad

Unreal Engine Blueprint Tutorial: Build Your First Launchpad

Unreal Engine stands as a titan in game development, empowering creators worldwide to bring their visions to life. At its heart lies a powerful, intuitive system that democratizes game creation for designers and programmers alike: Blueprints Visual Scripting. If you've ever dreamt of building interactive elements without diving deep into C++ code, this blueprint visual scripting tutorial is your perfect starting point. We're going to demystify the process by guiding you through building your very own interactive launchpad, a classic gameplay element that will send your character soaring!

Unleash Your Creativity: The Power of Unreal Engine Blueprints

Before we construct our digital launchpad, let's understand the magic behind it. Blueprints Visual Scripting in Unreal Engine is a comprehensive gameplay scripting system. Imagine a canvas where you connect different nodes, each representing a piece of logic or an action, to create complex behaviors. This node-based interface allows you to define object-oriented (OO) classes and objects directly within the Unreal Editor, providing an unparalleled level of accessibility.

What makes Blueprints so revolutionary? It's the incredible flexibility and power it offers. Game designers, who might typically be constrained by a lack of programming knowledge, gain access to tools and concepts traditionally reserved for seasoned programmers. This means you can design intricate gameplay mechanics, user interfaces, and environmental interactions without writing a single line of traditional code. Moreover, Unreal Engine's C++ implementation includes specific Blueprint markup, allowing programmers to lay down robust baseline systems that designers can then easily extend and customize using visual scripts. This collaborative workflow significantly speeds up development and empowers every member of a game development team. To dive deeper into how Blueprints transforms the role of designers, explore Empower Designers: Unleash Gameplay with Unreal Blueprints.

Setting Up Your Game Development Environment

Every great creation begins with the right foundation. For our launchpad project, we'll start by setting up a new Unreal Engine project specifically tailored for this tutorial. The goal is to get you into the action as quickly as possible.

Initiating Your Project

From the Unreal Project Browser, navigate to the New Project tab. We'll create a new project based on a pre-existing template, which provides a great starting point:

  1. Under the Games category, select the Side Scroller template. This template comes with a character and a basic level already set up, perfect for testing our launchpad.
  2. Ensure that Blueprint is selected as the Project Type. This confirms our focus on visual scripting.
  3. Check the box for With Starter Content. This will give us a library of basic assets, including shapes and materials, that we might find useful.
  4. Choose your preferred scalability and quality settings. If you're unsure, Unreal Engine's default recommendations are usually a good bet, or you can refer to the Project Settings documentation for more detailed information.
  5. Name your project something descriptive, like "LaunchpadTutorial" or "MyFirstBlueprintGame".
  6. Finally, click the Create Project button.

Unreal Engine will now load your new project. You should be greeted by a side-scrolling level, complete with platforms and a playable character. This is our playground, ready for the magic of Blueprints.

Building the Foundation: Constructing Your Launchpad Actor

Our launchpad will start as a simple Actor in the level, which we will then convert into a reusable Blueprint Class. This approach allows us to visually construct the components before defining its interactive behavior.

The Empty Actor Foundation

First, orient yourself in the viewport to one of the higher platforms in your side-scroller level. This is where our launchpad will reside. We'll begin by creating a container for all the parts of our launchpad:

  1. In the Main Toolbar at the top of the editor, click the Modes button, and then select Select from the dropdown to reveal the Place Actors panel.
  2. In the Place Actors panel, under the Basic category, locate and drag an Empty Actor into your level. Position it on one of the top platforms.
  3. With the newly placed Actor selected in the level, its properties will appear in the Details panel on the right. At the very top of the Details panel, click in the name box and rename it to LaunchPad. This helps keep your Outliner organized.

The Empty Actor serves as the root, or parent, for all subsequent components we'll add. It's a clean way to group related parts of an object together.

Adding Visuals: The Cube Component

Every launchpad needs a physical presence. We'll use a simple cube as our visual representation:

  1. With your LaunchPad Actor still selected in the Details panel, click the Add Component button.
  2. Under the Common category, select Cube.
  3. Crucially, to ensure our cube is the main visual element and properly rooted, click and drag the newly added Cube component in the Details panel to the DefaultSceneRoot. This makes the Cube the new root component for our LaunchPad Actor, replacing the invisible DefaultSceneRoot.
  4. With the Cube component selected, locate the Transform section in the Details panel. Change its Scale to (X: 1.0, Y: 1.0, Z: 0.1). This will flatten the cube, making it look more like a platform.

This scaled cube will be the surface of our launchpad.

Defining the Trigger: Box Collision

For our launchpad to actually *do* something, it needs to detect when a character steps on it. This is where a collision component comes in:

  1. In the Details panel, with your LaunchPad Actor still selected, click the Add Component button again.
  2. Under the Collision category, select Box Collision.
  3. With the Box Collision component selected, adjust its Scale and Location in the Details panel:
    • Scale: (X: 1.25, Y: 1.25, Z: 9.75)
    • Location: (X: 0, Y: 0, Z: 200)

Why these specific values? The slightly larger X and Y scale ensures the collision box extends a little beyond our visual cube, making it easier for the character to trigger. The significant Z scale and Z location offset mean the collision box extends well above the physical platform. This is vital because the player character needs to *overlap* this box for the launch event to fire, and characters typically have their origin at their feet. By extending the collision box upwards, we ensure that as soon as the character's body enters the zone above the platform, they are detected.

Pro Tip: At any point, if you need to revisit and change your Actor's properties or components, simply click on its instance (e.g., "LaunchPad (Instance)") in the Outliner or the level to bring up its properties in the Details panel.

From Static Prop to Dynamic System: Converting to a Blueprint Class and Adding Logic

Now that we have the physical structure of our launchpad, it's time to infuse it with behavior. We do this by converting our level Actor into a reusable Blueprint Class, which then allows us to add custom logic.

Converting to a Blueprint Class

The beauty of a Blueprint Class is that once created, you can drag as many instances of your launchpad into your world as you want, and they will all share the same behavior. To convert your Actor:

  1. With your LaunchPad Actor still selected in the level, locate the Details panel.
  2. Near the top, right below the "Add Component" button, you'll see a button labeled Blueprint / Add Script. Click this button.
  3. A dialog box will appear asking you to choose a save location and name for your new Blueprint Class. The default path is usually fine. Name it something like BP_LaunchPad (BP_ is a common prefix for Blueprint Classes).
  4. Click Create Blueprint.

Your Actor in the level will now show a Blueprint icon, and the Blueprint Editor will open, displaying your new BP_LaunchPad. This editor is where all the magic happens โ€“ where you define the specific behaviors for your object using visual scripting. To learn more about how this node-based system functions, you might find The Power of Unreal Blueprint: Node-Based Visual Scripting an enlightening read.

Adding Gameplay Behavior: The Launch Mechanic

Inside the Blueprint Editor, you'll see your components listed on the left. On the right is the Event Graph, your canvas for scripting:

  1. In the Components panel (usually top-left), select your Box Collision component.
  2. In the Details panel for the Box Collision, scroll down to the Events section. Find and click the green plus button next to OnComponentBeginOverlap. This will create an event node in your Event Graph.
  3. This OnComponentBeginOverlap event fires whenever another Actor enters the Box Collision volume. We only want our character to trigger it, so we need a check. From the Other Actor pin of the OnComponentBeginOverlap node, drag a wire and release. Type "Cast To" and select Cast To SideScrollerCharacter (or whatever your player character class is named). Connect the Execute pin of the overlap event to the Execute pin of the Cast node.
  4. From the As Side Scroller Character pin of the Cast node, drag a wire and type "Launch Character". Select the Launch Character node. Connect the Execute pin of the Cast node to the Execute pin of the Launch Character node.
  5. In the Launch Character node, you'll see options for Launch Velocity. Set the Z value to something like 1500. This determines the upward force. You can adjust this value to control how high your character launches. Make sure to check XY Override and Z Override if you want to explicitly set these velocities and not just add to the current ones. For a pure upward launch, leaving XY Override unchecked might make sense if you want to maintain horizontal momentum.
  6. Click Compile (top-left of the Blueprint Editor) to save and check your Blueprint for errors.
  7. Close the Blueprint Editor and press Play in your main Unreal Editor. Walk your character onto the launchpad, and watch them fly!

You now have a fully functional launchpad! You can experiment with different Z values for the Launch Velocity to get the desired jump height. Remember, game development is an iterative process โ€“ don't be afraid to tweak values and re-test.

Conclusion: Launching Your Game Development Journey

Congratulations! You've successfully built your first interactive element using Unreal Engine's Blueprint Visual Scripting. From setting up your project to constructing a visual and functional launchpad, you've taken significant steps in understanding the power and flexibility of this incredible system. This blueprint visual scripting tutorial has shown you how to combine different components, convert an Actor into a reusable Blueprint Class, and implement gameplay logic with event graphs. This is just the beginning of what you can achieve. Keep experimenting, keep building, and unleash your full creative potential in Unreal Engine!

R
About the Author

Richard Quinn

Staff Writer & Blueprint Visual Scripting Tutorial Specialist

Richard is a contributing writer at Blueprint Visual Scripting Tutorial with a focus on Blueprint Visual Scripting Tutorial. Through in-depth research and expert analysis, Richard delivers informative content to help readers stay informed.

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