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In this section, we'll create a new blueprint from scratch to get a better understanding of how they
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work.
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Open up the content drawer and right click in here.
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There are many advanced assets in this menu we can create, such as audio cues, particle effects and
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things like that.
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However, we want to create a blueprint class, so select this.
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Even for blueprints.
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There are many different classes we can base them off of.
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The simplest one that can be placed in the world is an actor.
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We also have pawns, characters, player controllers, and many other things.
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You can actually also click on all classes to see all the available classes.
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There are more than 600 here.
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This is going to be important once you start to make our 2D games.
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For example, we can look for paper character and this has everything we need to get started with a
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paper character.
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So this is going to make it a lot easier to create our own blueprints.
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However, for now we just need an actor, which is the simplest one.
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Now we need to set a name.
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Like I said before, the connection is to use BP underscore.
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We'll make a pickup.
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So call it beep underscore pickup and press enter.
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In the official documentation.
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There is also a page for recommended asset naming conventions.
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I will link this so you can have a look at it to get a better understanding.
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Double click beep pickup to open up the blueprint actor.
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As you can see, there is nothing in our viewport because this blueprint doesn't have any visual parts.
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Here on the left side we see the component area.
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We can click on add to open up the dropdown.
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Here we have many different choices available and you'll get more use to them over time.
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But for now, we just want to add a sphere.
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And you can now see it here in the viewport.
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We can also set a name here, but sphere is fine in this case.
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If we select the component on the right side, we can see the details.
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Here we can change things such as the scale, location, rotation and also the material.
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So let's just change the material to see this.
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In effect, just pick any random material you can see here.
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And now the sphere is blue in my case.
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If nothing is showing up for you here, you might want to click this cog icon and show plugin content
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or Show engine content.
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So one thing you might have noticed is that the tab for our map is gone.
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We can just grab this tab and drag it into the same window.
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Now we can easily switch between our blueprint view and the map view.
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Let's now drag an instance of this blueprint into the world.
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Open up the content drawer again by clicking here or Control and Space and just drag it into the world.
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And here you can then again like reposition it and move it around.
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We can add as many as we want of these into the world.
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And if we make changes inside the blueprint, they will affect all the instances.
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So for example, let's just change the material again.
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And you can see that it affected all the instances in the world.
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In some cases you might have to click on compile and also on save for changes to take effect.
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Now start the game and just walk into the spheres, and we can see that our characters are actually
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being blocked by these.
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And we want to change this later to make them pickups.
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But that is what we're going to do in the next section.
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