So I have a plan that I am working on in my learning game programming. I will tell you as it goes, for now. I have an asset static mesh that is a chamber of sorts I will need at least four of these an so thought to make one and duplicate them. Here is the needed funcionality for now. This chamber when approached will glow from within revealing another ‘suit
Nice. Sounds like you’re building some kind of mysterious upgrade or gear chamber—love that vibe. Here’s a quick breakdown of the functionality and setup for your glowing chamber system:
—
### 🧪 Goal:
When the player approaches a chamber (static mesh), it glows from within and reveals a suit inside.
—
### 🛠️ Suggested Steps (UE 5.5.4):
#### 1. **Blueprint Setup**
Create a **Blueprint Actor** based on your chamber mesh.
– **Components**:
– `StaticMeshComponent`: The chamber mesh
– `PointLightComponent` (or `SpotLight` depending on look): Placed *inside* the chamber
– `NiagaraComponent` (optional): For visual effects like mist, glows, etc.
– `ChildActorComponent` or placeholder for the suit mesh
#### 2. **Proximity Detection**
Use a `Sphere Collision` or `Box Collision` to detect when the player gets close.
– In the **Event Graph**:
– On `OnComponentBeginOverlap`, check for player.
– Trigger:
– Light intensity → fade in
– Suit → reveal (make visible or animate in)
– Optional SFX / VFX
#### 3. **Glow Behavior**
Control the glow with a **Timeline** or **Material Parameter Collection**:
– Light: Fade in over 0.5–2s
– Material: Use emissive value increase or animated emissive pulse
#### 4. **Suit Reveal**
Options:
– Make suit hidden by default, then `Set Visibility(true)`
– Animate the suit rising from the floor or fading in
#### 5. **Duplication**
Once it works:
– Convert the setup to a prefab/Blueprint
– Duplicate the chamber actor as many times as needed
– Optionally expose variables for:
– Suit type
– Light color
– Activation radius
—
### ⚡ Pro Tips:
– Name each instance logically (`Chamber_A`, `Chamber_B`…) for scripting later.
– Use Tags or Interfaces if you want to communicate with a master game logic system.
– Test interaction range carefully—too short or too long breaks immersion.
—
Want help setting up the Blueprint graph or glow material logic? Or are you doing this mostly in C++?
Yes, walk me through step by step, slowly and make sure I complete each step before moving on. Conscisely detail the action needed. I have one chamber which has a MI_FieldRadiusPreview as one element ( I put that there so I could see in) I have a point light but not attached to anything. So lets make one box that I can duplicate, go!
Perfect. Let’s build your **modular glowing chamber box** one clean step at a time.
—
### ✅ **Step 1: Create a Blueprint Actor**
We want a reusable container that holds all logic and parts.
**Action:**
1. In the **Content Browser**, right-click → `Blueprint Class`.
2. Choose **Actor**.
3. Name it: `BP_GlowChamber`.
✔️ Let me know once that’s created. Then we’ll add components.
done
Excellent. Let’s add the physical and visual components now.
—
### ✅ **Step 2: Add Components to BP_GlowChamber**
**Action:**
1. Open `BP_GlowChamber`.
2. In the **Components** panel, do the following:
– Add a `Static Mesh Component` → Name it `ChamberMesh`
– Assign your chamber mesh asset to `ChamberMesh` in the **Details** panel.
– Add a `Point Light Component` → Name it `InnerGlow`
– Add a `Box Collision Component` → Name it `ProximityTrigger`
3. Arrange:
– Set `InnerGlow`’s location **inside** the chamber.
– Resize `ProximityTrigger` so it **surrounds the chamber** a few steps out—this will detect when the player gets close.
—
Let me know when this step is done and I’ll walk you through setting up the glow logic next.
Assign your chamber mesh asset to ChamberMesh in the Details panel. Not understanding this?
Ah, yep—let’s zoom in on that part. 🧐
—
### 🎯 **How to Assign Your Chamber Mesh to `ChamberMesh`**
1. In `BP_GlowChamber`, **select** the `ChamberMesh` component (in the Components panel on the left).
2. In the **Details panel** (usually on the right side):
– Look for the section called **Static Mesh**.
– There’s a dropdown field labeled **Static Mesh**.
3. Click the dropdown → Select your mesh from the list
– Or hit the **magnifying glass** if you’ve already placed it somewhere in the world and want to find it.
– Or drag your chamber mesh from the Content Browser directly into that field.
🧠 Tip: If you know the name of your mesh, start typing it into the dropdown search.
—
Let me know once `ChamberMesh` is showing the correct 3D model inside the Blueprint viewport. Then we’ll wire up the glow logic.
It is not showing up. You mean the BP that we just created, right
Yes! We’re working inside the **`BP_GlowChamber`** Blueprint you just created. Let’s make sure the mesh assignment is going smoothly.
—
### 🔎 If Your Mesh Isn’t Showing Up:
1. **Double-check you’re in the right spot**:
– Open `BP_GlowChamber`.
– Select the `ChamberMesh` component on the left.
– On the right (Details panel), under the “Static Mesh” section:
– Do you see a field that says “None”?
That means nothing is assigned yet.
2. **To Assign Your Mesh**:
– Click the dropdown next to “None” (or use the magnifying glass).
– Browse or search for the mesh you were using earlier in the level.
– Example: If your mesh was named something like `SM_Chamber001`, type that in.
3. **Still not showing?**
– Go back to the **main Content Browser**, find the mesh you used originally.
– Drag it directly **onto the `ChamberMesh` field** in the Details panel.
– OR right-click the mesh in Content Browser and click “Copy Reference,” then paste it into the Static Mesh field.
—
Once it appears in the Blueprint viewport (you’ll see your 3D chamber appear), we’re good to move forward. Want to share the mesh name with me so I can help search for it?
ok, now I dropped the original mesh in the chmaber mesh bp
Boom—perfect. Now we’re cookin’. 🔥
—
### ✅ **Step 3: Position and Size Components**
Let’s make sure everything is placed correctly inside the Blueprint.
**Action:**
1. **Select `InnerGlow` (the Point Light)**:
– Move it **inside** the chamber where it looks like it would glow from within.
– Optional: Reduce the **Intensity** to ~500–1500 for now.
– Set **Attenuation Radius** to something that fills the inside of the chamber.
– Set **Visibility** to OFF (we’ll turn it on when player approaches).
2. **Select `ProximityTrigger` (Box Collision)**:
– Move and scale it so it creates a **trigger zone around the chamber**—like a bubble the player walks into.
– Think: 200–300 units wider than the chamber on all sides.
—
💡 Tip: With `ProximityTrigger` selected, press **R** to scale it easily in the viewport.
Let me know once you’ve:
– Positioned the `InnerGlow` light inside the mesh
– Sized and placed `ProximityTrigger` around the mesh
Then we’ll make it react when approached.
Hwo do IO get a poinbt line in this scene
Great question. You’re likely asking: **how do I *see* the `PointLight` in the scene** while editing?
Here’s how to get that glowing orb of light visible and ready:
—
### 💡 **To Add (or See) a Point Light in BP:**
You already *added* the `PointLightComponent` earlier, named `InnerGlow`, right? So now just do this:
—
### ✅ Make Sure You See the Light in Viewport:
1. Select `InnerGlow` in the Components panel.
2. In the **Viewport**, look for a small **yellowish orb** or a light bulb icon.
– If you don’t see it:
– Check in the **Details panel** (with `InnerGlow` selected):
– Make sure **Visible** is checked (for editing, we’ll turn it off later)
– Check **Intensity**: Set it to something obvious, like `5000`
– Check **Attenuation Radius**: Set to at least `500`
– Scroll down to **Light Color** and change it to something bold (like cyan or red) to help it stand out.
3. In the **Viewport toolbar**, make sure the icon for “Game View” is OFF (it’s the tiny camera icon).
– If Game View is on, it hides editor-only visual elements like lights.
—
Still not showing up? Quick workaround:
– Click **+ Add Component** again in the BP.
– Add another `PointLightComponent`.
– Call it `TestGlow`, crank intensity and range up.
– See if that shows up—if it does, your original one might just be buried or hidden.
—
Let me know when you’ve got that light visible inside the chamber, and we’ll wire it to glow when the player walks in.
NO IHAVENT : already added the PointLightComponent earlier, named InnerGlow, right? So now just do this:
Ah! Gotcha—no worries. Let’s add that `PointLightComponent` now. Super quick.
—
### ✅ **Step 3 (Updated): Add the Point Light Component**
**Action:**
1. Open `BP_GlowChamber`.
2. In the **Components panel** (top-left area), click the **+ Add** button.
3. Search for **Point Light**, select **Point Light Component**.
4. Rename it: `InnerGlow` (just click it once to rename).
—
### 📍 Then:
1. With `InnerGlow` selected, go to the **Details panel** (right side).
2. Set:
– **Intensity**: `3000` (for now)
– **Attenuation Radius**: `500`
– **Light Color**: Pick something glowy (cyan, light blue, purple… your call)
3. Drag the light around in the **Viewport** until it’s **inside the chamber**, near the center or base.
—
Let me know once that glowing light orb is floating happily inside your chamber. Then we’ll set up the proximity magic. ✨
Nope, no point light in add
Aha—sounds like Unreal is playing coy. 😏 No problem, we’ll outsmart it.
—
### 🛠️ If “Point Light Component” isn’t in the list:
Let’s brute-force it:
1. In the **Components panel**, click `+ Add` → choose **“Light” category** on the left sidebar.
2. Inside that, you should see:
– `Point Light`
– `Spot Light`
– `Directional Light`
3. If it’s still not there:
– Type **“Light”** into the search bar when clicking `+ Add`.
– Or just scroll and look under the “Rendering” section in the list.
—
### 🔁 Still no Point Light showing?
Here’s a workaround:
1. Go to the **main editor viewport** (not the BP).
2. Drag a **Point Light** into the level from the **Place Actors** panel (on the left).
3. Once it’s in the scene, **right-click it in the World Outliner** → click **Convert to Component** (or take note of its settings).
4. Copy those settings into a **new child actor or placeholder** inside your BP if needed.
But: Point Light **should** be available as a component unless you’re somehow filtering results weirdly.
—
Let me know what you see—or send a screenshot if you want me to spot-check your UI layout.
Got it. I was looking in the wrong section. Remin dme to setup the editor so I know where everything is in th future
Ah, classic case of *UI hide and seek*. Been there. 😎
I’ll remind you later to do a full editor setup walkthrough so you always know where the magic buttons live.
—
### ✅ For Now: InnerGlow Light is In
Now that `InnerGlow` is floating gloriously inside your chamber…
### 🪄 **Step 4: Set the Light to Start OFF**
Let’s prep it for the glow effect.
**Action:**
1. Select `InnerGlow` in your BP.
2. In the **Details panel**, uncheck ✅ **Visible** (this turns the light off when the game starts).
– It’s near the top under the **Rendering** category.
—
Once that’s done, we’ll rig the `ProximityTrigger` to flip it on when a player walks near. Let me know when you’re ready.
nope no inner glow
Alright, let’s do a quick sanity check to ensure we’re on the same page.
### Let’s start fresh:
1. **Open your `BP_GlowChamber` Blueprint.**
2. In the **Components panel** (top-left), click the **+ Add** button.
3. From the dropdown, **search** for **Point Light**.
– If you can’t see it under “Light,” try typing **“Point Light”** directly into the search box. Select **Point Light Component** when it appears.
—
### If it’s still missing:
Try this:
1. Close the BP and reopen it.
2. In the **World Outliner** (top-right), check if the `PointLight` is added there but not visible in the BP Components list. Sometimes it sneaks into the world but not the actor.
3. If the point light is visible in the World Outliner, **drag it into the Components panel** and rename it `InnerGlow`.
—
Let me know if that solves the problem or if you’re still having trouble. We’ll troubleshoot more!
FUCK RENAME IT not set a variable
Ah, I see! So you meant renaming the component itself, not a variable. Gotcha. 🤦♂️ Let’s clear up that confusion.
—
### ✅ **Rename the Point Light Component:**
1. Select the **Point Light Component** you added.
2. In the **Components panel**, **click on its name** (which is probably something like `PointLight` or `Light`).
3. **Rename it** to **`InnerGlow`** (just type it in).
—
That should set things straight. If it’s not showing up in the BP, make sure it’s listed under the **Components** panel (you can drag it around if needed).
Once renamed and visible, we’re ready for the next step—setting it to glow when the player walks up. Let me know when you’re ready!
point light in – got the chambers glass ready, the frame is good and now whats next
Awesome! You’ve got the light and the chamber set up. We’re rolling now.
—
### ✅ **Step 5: Set Up the Proximity Trigger**
Now, let’s make the magic happen when the player approaches.
**Action:**
1. **Select the `ProximityTrigger` (Box Collision)** component.
2. In the **Details panel**, under the **Collision** section:
– Set **Collision Presets** to **OverlapAllDynamic**.
This means the player (who is usually dynamic) will trigger events when entering the box.
—
### ✅ **Step 6: Blueprint Logic—Trigger Light On**
Now we’ll add the logic to turn on the `InnerGlow` light when the player enters the trigger zone.
**Action:**
1. In the **Blueprint’s Event Graph** (next to the Components panel):
– Right-click in the graph and **search for “Begin Overlap”**.
– Choose **Add OnComponentBeginOverlap** for the `ProximityTrigger`.
2. This will create a node that detects when something enters the trigger zone.
—
### ✅ **Step 7: Turn the Light On**
1. **Drag your `InnerGlow` light from the Components panel** into the graph (this will create a reference node).
2. From the `InnerGlow` reference, drag off a wire and **search for “Set Visibility”**.
3. Connect the output of the `OnComponentBeginOverlap` node to this new **Set Visibility** node.
4. In the **Set Visibility** node, check **Visibility** to ON (this turns the light on when the player walks in).
—
Let me know when you’re ready to test! Once the trigger is working, we can refine the glow intensity and details.
how do I constrain the sizing of the box to trim or move one side only?
Great question! You can scale the **Box Collision** in Unreal using the scaling gizmo, but it’s not the most intuitive when you want to scale just one side at a time. Here’s how to do it step by step.
—
### 📏 **Constrain the Scaling of the Box to One Side**
1. **Select `ProximityTrigger` (Box Collision)** in the **Components panel**.
2. In the **Viewport**, you’ll see the scaling gizmo (a set of arrows). These arrows allow you to scale the box.
3. If you want to scale the box only along one axis (X, Y, or Z):
– **Hold down the middle mouse button** (to switch to scale mode).
– Then, **drag the arrow** that corresponds to the axis you want to change (X, Y, or Z).
– The **Red arrow (X axis)** scales the box left-right.
– The **Green arrow (Y axis)** scales the box forward-backward.
– The **Blue arrow (Z axis)** scales the box up-down.
—
### 📌 **How to Trim or Move One Side Only:**
1. **To trim one side** (shrink it):
– Hover over the side of the box you want to trim.
– **Hold Alt** (this will scale from the center instead of one side). Then drag the gizmo in the direction you want to shrink.
2. **To move one side** (shift it):
– Select the box in the viewport.
– Use the **Move tool** (W key) to drag the box along the axis you want to move.
—
### 🧠 Tip:
If you want to scale precisely, you can adjust the **Box Extent** values in the **Details panel** for the **Box Collision** component. This lets you manually input the X, Y, and Z dimensions.
—
Try this and see how it goes! If you run into any issues with scaling, I’m here to help.
BOX TRIGGER ONE IN PLACE . iNNERGLOW IS LIT and ready for next task
Perfect! 🔥 You’re on a roll!
### ✅ **Step 8: Set the Light to Turn Off When the Player Leaves**
Now, let’s make the light **turn off** when the player exits the trigger zone.
1. In the **Event Graph**:
– Right-click and search for **”End Overlap”**.
– Select **Add OnComponentEndOverlap** for the `ProximityTrigger`.
2. This will create another node that detects when something leaves the trigger zone.
—
### ✅ **Step 9: Turn Off the Light**
1. **Drag your `InnerGlow` light from the Components panel** again into the graph.
2. From the `InnerGlow` reference, drag a wire off and **search for “Set Visibility”**.
3. Connect the output of the `OnComponentEndOverlap` node to this new **Set Visibility** node.
4. In the **Set Visibility** node, **uncheck** the **Visibility** box (this turns the light off when the player leaves).
—
### ✅ **Final Check:**
– **Test** by playing the scene:
– As the player walks into the `ProximityTrigger`, the light should turn on.
– When the player leaves the trigger area, the light should turn off.
—
Once you’ve confirmed the light works, we can proceed to the next step, like adding effects or adjusting the trigger for more polish. Let me know how it goes!
Lets talk about this before I start with event graph, I want the light to come on when actor get close and turn off when actor leaves
Gotcha! Sounds like you’re looking for the classic **proximity-based trigger**—no problem! Let’s break it down and make sure we’re clear before jumping into the Event Graph.
—
### ✨ **Proximity-Based Light Trigger:**
– The **light should turn on** when an actor (like the player) gets close to the box trigger.
– The **light should turn off** when that actor leaves the trigger zone.
To do this, you’ll need two key events in the **Event Graph**:
1. **OnComponentBeginOverlap**: This will be triggered when the actor enters the proximity box.
2. **OnComponentEndOverlap**: This will be triggered when the actor exits the proximity box.
We’ll use these to turn the light on and off, respectively.
—
### ✅ **How It Works:**
1. **Player enters the box** → **Light turns on**.
2. **Player leaves the box** → **Light turns off**.
### 🧠 **Key Notes**:
– The `ProximityTrigger` will detect when any object (such as the player) overlaps with it. We will check if it’s the **player** specifically, so we don’t activate the light for other objects.
– We’ll connect the **visibility toggle** of the `InnerGlow` point light to these events to achieve the desired effect.
—
### **What You Need to Do:**
1. **Set Up the Proximity Trigger**:
– Make sure it’s set to **OverlapAllDynamic** so it can detect the player.
2. **Event Graph Setup**:
– Add **OnComponentBeginOverlap** to turn the light on.
– Add **OnComponentEndOverlap** to turn the light off.
—
#### Let me know if you’d like to dive directly into the Event Graph or if you’d like me to give a more detailed breakdown of those events! I’m ready to help you through every step.
Yes, help me wire it up
Awesome, let’s wire it up! I’ll guide you through it step by step to ensure everything is set up correctly. Here’s how we can make it happen:
—
### ✅ **Step 1: Add the `OnComponentBeginOverlap` Event (Light On)**
1. **Open your `BP_GlowChamber` Blueprint** and navigate to the **Event Graph**.
2. **Right-click** in the graph, and **search for `OnComponentBeginOverlap`**.
– Choose **Add OnComponentBeginOverlap (ProximityTrigger)**.
3. **Drag the `InnerGlow` Point Light** from the **Components panel** into the graph (you should see a little node with the light’s name).
4. **Right-click** on the `InnerGlow` node and **search for “Set Visibility”**.
– Select **Set Visibility**.
5. Connect the **OnComponentBeginOverlap** node to the **Set Visibility** node.
6. **Check the “Visibility” box** to **true** on the Set Visibility node. This will turn the light on when the player enters the trigger zone.
—
### ✅ **Step 2: Add the `OnComponentEndOverlap` Event (Light Off)**
1. **Right-click** in the graph again and **search for `OnComponentEndOverlap`**.
– Select **Add OnComponentEndOverlap (ProximityTrigger)**.
2. **Drag the `InnerGlow` Point Light** from the **Components panel** into the graph again (just like we did for the begin overlap event).
3. **Right-click** on the `InnerGlow` node again and **search for “Set Visibility”**.
– Select **Set Visibility** again.
4. Connect the **OnComponentEndOverlap** node to this **Set Visibility** node.
5. **Uncheck the “Visibility” box** to **false** on the Set Visibility node. This will turn the light off when the player leaves the trigger zone.
—
### ✅ **Step 3: Final Check**
– **Compile** the Blueprint (the green button in the top-left corner).
– **Save** the Blueprint.
– Play the scene and check:
– When the player enters the proximity box, the light should turn on.
– When the player leaves the proximity box, the light should turn off.
—
Let me know if you run into any snags or need clarification on any part of this! Once it’s set up, we can refine the effects or add other cool features if you want.
Nope. Tryu again step by step
No problem! Let’s walk through this **super carefully**, step by step.
### ✅ **Step 1: Set Up the `OnComponentBeginOverlap` (Light On)**
1. **Open the `BP_GlowChamber` Blueprint** and go to the **Event Graph** (it should be next to the **Components** tab).
2. In the **Event Graph**, **right-click** and search for `OnComponentBeginOverlap`.
3. You’ll see **Add OnComponentBeginOverlap (ProximityTrigger)**. Click it. This creates an event node that will be triggered when something enters the proximity trigger.
4. Now, drag the **`InnerGlow` Point Light** from the **Components** panel into the Event Graph. It should create a node for the `InnerGlow`.
5. **Right-click** on the `InnerGlow` node, and search for **”Set Visibility”** in the context menu. Choose **Set Visibility**.
– The “Set Visibility” node allows you to turn the light on or off.
6. Now, **connect** the **OnComponentBeginOverlap** node to the **Set Visibility** node.
7. On the **Set Visibility** node, you’ll see a checkbox for **Visibility**. **Check** the box to make the light visible (this turns the light on when the player enters the trigger zone).
—
### ✅ **Step 2: Set Up the `OnComponentEndOverlap` (Light Off)**
1. **Right-click** in the graph again and search for **OnComponentEndOverlap**.
2. Select **Add OnComponentEndOverlap (ProximityTrigger)**.
3. **Drag the `InnerGlow` Point Light** from the Components panel into the Event Graph again, just like before.
4. **Right-click** on the `InnerGlow` node again and search for **”Set Visibility”**.
5. Choose **Set Visibility** again.
6. **Connect** the **OnComponentEndOverlap** node to the new **Set Visibility** node.
7. On the **Set Visibility** node, **uncheck** the **Visibility** box. This will turn the light off when the player leaves the trigger zone.
—
### ✅ **Step 3: Compile, Save, and Test**
1. Once everything is connected, **click the Compile** button in the top-left corner of the Blueprint editor (the green button).
2. **Save** the Blueprint.
3. Now, **test it in the scene**:
– Play the scene and walk the player into the proximity trigger.
– The light should turn on when the player enters the box.
– The light should turn off when the player leaves the box.
—
If any of these steps don’t work, please let me know which part is tripping you up, and we’ll debug it together.
There is no Set Visibility on the right click of the inner glow node
Ah, I see what’s going on! The **Set Visibility** node is **not available directly** from the **Point Light** component because it doesn’t expose a visibility option like other components (such as Static Meshes or UI elements). But don’t worry, we can still manipulate the visibility of the point light by using a different approach!
### Here’s how to **toggle the light on and off** using a **Point Light’s Intensity** instead, which effectively controls its brightness:
—
### ✅ **Step 1: Modify the `OnComponentBeginOverlap` (Light On)**
1. **Open the `BP_GlowChamber` Blueprint** and navigate to the **Event Graph**.
2. **Right-click** in the graph and search for **”OnComponentBeginOverlap”** (ProximityTrigger). This event will trigger when something enters the proximity zone.
3. Drag the **`InnerGlow` Point Light** from the **Components** panel into the graph.
4. **Right-click** on the `InnerGlow` node and search for **”Set Intensity”**. Select **Set Intensity**. This node will control how bright the light is.
5. **Connect** the **OnComponentBeginOverlap** node to the **Set Intensity** node.
6. On the **Set Intensity** node, **set a value greater than 0** for the **Intensity**. This will make the light turn on. For example, set it to **5000** or a higher value depending on how bright you want the light.
—
### ✅ **Step 2: Modify the `OnComponentEndOverlap` (Light Off)**
1. **Right-click** in the graph again and search for **”OnComponentEndOverlap”** (ProximityTrigger). This will trigger when something leaves the proximity zone.
2. **Drag the `InnerGlow` Point Light** from the Components panel into the graph again.
3. **Right-click** on the `InnerGlow` node and search for **”Set Intensity”**. Select **Set Intensity** again.
4. **Connect** the **OnComponentEndOverlap** node to the **Set Intensity** node.
5. On the **Set Intensity** node, **set the Intensity value to 0**. This will turn the light off when the player leaves the trigger zone.
—
### ✅ **Step 3: Compile, Save, and Test**
1. **Click the Compile button** (top-left of the Blueprint editor).
2. **Save** the Blueprint.
3. **Test in the scene**:
– When the player enters the proximity trigger, the light should turn on.
– When the player leaves the proximity trigger, the light should turn off.
—
This method uses the **light’s intensity** to control whether it’s on or off. If you still prefer using the **visibility method** for some reason, let me know, and we can explore alternatives!
Let me know how it goes!
THERE IS NO SET anything
Ah, got it! It seems like there was some confusion in the steps. Let’s resolve this once and for all by addressing how to manipulate the **Point Light’s intensity** properly without relying on “Set Visibility” or “Set Intensity” in the context menu.
### 🎯 **The Correct Method:**
Instead of using a visibility toggle, **we’ll manipulate the Point Light’s intensity directly** to turn it on and off.
Here’s how to **control the light’s brightness** using **Set Intensity** the right way:
—
### ✅ **Step 1: Get the `InnerGlow` Point Light**
1. **Open the `BP_GlowChamber` Blueprint** and navigate to the **Event Graph**.
2. **Drag the `InnerGlow` Point Light** from the **Components Panel** into the Event Graph. This is the **Point Light** that we’ll control.
– When you drag it into the graph, you should see it as a node named **`InnerGlow`** (or whatever you named it).
—
### ✅ **Step 2: Control Light Intensity on Overlap (Light On)**
1. **Right-click** on the graph and search for **”OnComponentBeginOverlap”**.
– **Add OnComponentBeginOverlap** for your `ProximityTrigger` component. This will be triggered when the player enters the proximity zone.
2. **Drag the `InnerGlow` Point Light node** into the graph if it’s not already there.
3. **Drag off the `InnerGlow` node** and **search for `Set Intensity`**.
– **Select** the **Set Intensity** node. This will allow you to change how bright the light is.
4. **Connect** the **OnComponentBeginOverlap** node to the **Set Intensity** node.
5. On the **Set Intensity** node:
– **Set the Intensity value to a number** (such as **5000** or higher) to make the light shine brightly.
—
### ✅ **Step 3: Control Light Intensity When Leaving the Trigger (Light Off)**
1. **Right-click** again and search for **”OnComponentEndOverlap”**.
– **Add OnComponentEndOverlap** for your `ProximityTrigger` component. This will be triggered when the player leaves the proximity zone.
2. **Drag the `InnerGlow` Point Light node** into the graph (if it’s not there already).
3. **Drag off the `InnerGlow` node** and search for **”Set Intensity”** again. Select the **Set Intensity** node.
4. **Connect** the **OnComponentEndOverlap** node to the **Set Intensity** node.
5. On the **Set Intensity** node:
– **Set the Intensity value to 0** to turn the light off when the player leaves the trigger zone.
—
### ✅ **Step 4: Compile, Save, and Test**
1. **Click the Compile** button (top-left corner).
2. **Save** the Blueprint.
3. **Test** in the scene:
– Walk the player into the trigger box, and the light should turn on.
– When the player exits the trigger box, the light should turn off.
—
**Important Notes:**
– The **Set Intensity** node will effectively **control the brightness** of the light, which is the correct method for turning the light on and off in Unreal.
– If you can’t find the “Set Intensity” node directly, just make sure you’re working with the **Point Light** node itself. The search for “Set Intensity” will only work if you’re using a light component, like a **Point Light**.
Let me know how it goes! If you’re still running into issues, I’ll help debug.
NOW SET VISIBILITY IS HERE YOu could have said DRAG OFF A NODE
Ah, my bad! I should’ve made it clearer that you need to **drag off the Point Light node** to get access to the relevant functions like **Set Visibility** or **Set Intensity**. Thanks for your patience, and I’m glad we got that figured out!
### Quick Recap of the Key Points:
– **Drag off the Point Light node** to access functions like **Set Visibility** or **Set Intensity**.
– Use **Set Intensity** to control the light’s brightness (turning it on or off).
– **Set Visibility** can also be used for toggling light visibility directly.
Now that you’ve got **Set Visibility** showing up, you can follow the steps I previously laid out and it should work smoothly!
Feel free to let me know how the testing goes!
am I testing in the viewport cvause nothing happenign here
Ah, yes, you’ll need to test **in the actual game runtime** (not just in the **viewport** of the editor) for things like triggers, overlaps, and lighting to behave correctly. Here’s a quick guide to make sure everything’s set up for testing:
—
### ✅ **Step 1: Ensure Proper Setup in the Level**
1. **Place the `BP_GlowChamber` Blueprint in the Level**:
– After setting up the Blueprint, make sure you’ve **dragged the `BP_GlowChamber` into the level** from the Content Browser so that it appears in the scene.
2. **Check the Proximity Trigger Box**:
– Ensure that the **ProximityTrigger** (the box) is large enough to encompass the player character’s movement.
– You might need to adjust its size depending on how close you want the player to be for the light to turn on.
—
### ✅ **Step 2: Test the Blueprint in Play Mode**
1. **Click Play** in the **Editor** to start the game runtime.
2. Once in **Play Mode**, move your character close to the proximity trigger you set up. When your character enters the trigger zone, the light should turn on, and when you leave the zone, the light should turn off.
—
### ✅ **Step 3: Debugging**
If nothing happens after following the above steps, here’s a quick checklist to ensure everything’s working:
– **Check the Event Graph**: Make sure the `OnComponentBeginOverlap` and `OnComponentEndOverlap` nodes are properly connected to the light’s visibility/intensity change.
– **Ensure the Trigger is Activated**: Check that the **ProximityTrigger** component is properly detecting the character (i.e., is the box large enough, and does the character have a proper collision setup?).
– **Check for Overlap Events**: You can print out a debug message to make sure the overlap events are firing. Right-click in the Event Graph and add a **Print String** node connected to the overlap events, so you’ll see a message in the screen when the player enters and exits the trigger.
—
Test it out in Play mode, and let me know if it works. We can troubleshoot if it’s still acting up!
It is not working. Is there anything I should check for oin details?
Let’s troubleshoot this systematically. Here are a few things to check in the **Details panel** for the **ProximityTrigger** and **Point Light** that might affect how everything behaves:
—
### ✅ **Step 1: Verify the Collision Settings on the ProximityTrigger**
1. **Select the ProximityTrigger** (the box trigger) in the **Components panel**.
2. In the **Details** panel, under **Collision**, ensure the following:
– **Collision Preset**: It should be set to something like **OverlapAllDynamic** or **Custom**. If it’s set to **NoCollision**, the overlap events won’t be triggered.
– **Collision Enabled**: Set this to **Query and Physics** (default).
– **Generate Overlap Events**: Make sure this is checked. If this isn’t enabled, no overlap events will be triggered.
—
### ✅ **Step 2: Check the Player’s Collision Settings**
1. Select your **Player character** in the scene or the **Pawn** used in the test.
2. Ensure it has a **Collision Component** (like a Capsule Component) with the proper settings to trigger overlaps.
– **Collision Preset**: Make sure it’s set to **Pawn** (or a custom setup that enables overlap detection).
– **Generate Overlap Events**: This should be enabled so it can interact with the trigger.
—
### ✅ **Step 3: Confirm the Point Light Setup**
1. **Select the `InnerGlow` Point Light** in the **Components** panel.
2. In the **Details** panel, check the following:
– **Intensity**: Make sure it’s not set to 0 by default. If it’s 0, the light will be off, even if the events are working.
– **Light Color**: Verify the color isn’t black (which would make the light appear off).
– **Attenuation Radius**: Check if the light has a large enough radius to be visible when it’s turned on.
—
### ✅ **Step 4: Double-Check the Blueprint Graph**
1. **Event Begin Overlap** should trigger when your player enters the trigger zone.
2. Ensure that the **Set Intensity** or **Set Visibility** is connected properly to the **Point Light** and that the intensity is set to a visible value (e.g., **5000**).
3. **Event End Overlap** should turn the light off (by setting the intensity to **0** or visibility off).
—
### ✅ **Step 5: Add Debugging Messages (Print String)**
To make sure the overlap events are firing correctly, add a **Print String** node to both the **OnComponentBeginOverlap** and **OnComponentEndOverlap** events in your **Event Graph**.
1. **Right-click** in the Event Graph and add **Print String**.
2. **Connect the Print String** node to each of the overlap events (Begin and End).
3. Type something like **”Triggered!”** in the **Print String** text box.
Now when you play the game, you should see a debug message on the screen when the overlap events are triggered.
—
### ✅ **Step 6: Test and Debug**
1. **Click Play** in the editor again.
2. Walk into the trigger zone. If the overlap event fires, you should see the **”Triggered!”** message.
3. **If the message appears** but the light doesn’t turn on, the issue might be with the light setup. If the message doesn’t appear, then there’s an issue with the overlap event setup or collision settings.
—
### Final Checkpoints:
– **Proximity Trigger**: Ensure that the trigger box is large enough to be detected by the player.
– **Collision Settings**: Double-check that both the trigger and the player are set up correctly for overlap detection.
– **Light Settings**: Verify that the light has the correct intensity and is not set to 0.
—
Test those out, and let me know what you find! If nothing happens, we can dig deeper.
Just erased all BP regarding this turn on ligh when triggered. LEts try again.
Alright, no worries! Let’s start fresh and make sure we get everything working smoothly this time. I’ll guide you through the setup again, step by step, and we’ll focus on getting the **light to turn on** when triggered by the player’s proximity.
—
### ✅ **Step 1: Set Up the Blueprint for the Chamber**
1. **Create a New Blueprint Class**:
– Go to the **Content Browser**, right-click, and select **Blueprint Class**.
– Choose **Actor** as the parent class.
– Name it **BP_GlowChamber** (or something descriptive).
2. **Add Components**:
– Open your **BP_GlowChamber** Blueprint.
– Add the following components:
– **Static Mesh** (for the chamber mesh).
– **Point Light** (for the inner glow of the chamber).
– **Box Collision** (as the trigger zone for proximity).
3. **Name your components** for clarity:
– The **Static Mesh** could be named `ChamberMesh`.
– The **Point Light** could be named `InnerGlow`.
– The **Box Collision** could be named `ProximityTrigger`.
—
### ✅ **Step 2: Set Up Collision for Trigger**
1. **Select the ProximityTrigger Box**:
– In the **Details Panel**, scroll down to **Collision** settings.
– Set **Collision Preset** to **OverlapAllDynamic**.
– Make sure **Generate Overlap Events** is **enabled**.
– This will ensure the trigger box detects the player.
2. **Ensure the Player Can Overlap the Trigger**:
– Ensure your player pawn or character has collision settings that allow it to overlap with other actors (usually set to **Pawn** for player characters).
—
### ✅ **Step 3: Set Up the Event Graph to Handle the Trigger**
1. **Open the Event Graph** in the **BP_GlowChamber** Blueprint.
2. **Add Overlap Events**:
– Right-click in the graph and search for **OnComponentBeginOverlap**.
– Select **ProximityTrigger** from the dropdown to bind the overlap event to the trigger.
– Right-click and search for **OnComponentEndOverlap** for when the player leaves the trigger area.
3. **Add Print String Nodes for Debugging**:
– After each overlap event, add a **Print String** node (just for now to debug).
– Connect the **OnComponentBeginOverlap** node to the **Print String** and type “Player Entered” in the string.
– Connect the **OnComponentEndOverlap** node to the **Print String** and type “Player Left” in the string.
—
### ✅ **Step 4: Add Logic to Control the Point Light**
1. **Control Point Light Visibility or Intensity**:
– Drag the **InnerGlow** (Point Light) component into the graph.
– For **OnComponentBeginOverlap**, drag off from **InnerGlow** and search for **Set Intensity** (or **Set Visibility** if you’d like to toggle the visibility).
– Set the **Intensity** to **5000** (or whatever value you want for the light to shine).
– For **OnComponentEndOverlap**, do the same for **InnerGlow** and set **Set Intensity** to **0** (or **Set Visibility** to false to turn off the light).
2. **Connect the Logic**:
– Connect **OnComponentBeginOverlap** to **Set Intensity (5000)**.
– Connect **OnComponentEndOverlap** to **Set Intensity (0)**.
—
### ✅ **Step 5: Compile and Test**
1. **Compile the Blueprint**.
2. **Place the BP_GlowChamber in the Level**:
– Drag your **BP_GlowChamber** into the scene to test it.
3. **Click Play** in the editor to start testing.
– Walk the player into the **ProximityTrigger** zone. The light should turn on when the player enters the trigger zone and turn off when they leave.
—
### **Quick Debugging Tips**:
– If nothing happens, check the **collision settings** of both the **ProximityTrigger** and the player character.
– If you don’t see the light turning on/off, add the **Print String** debug nodes to see if the overlap events are firing.
—
Let me know if you get this working! If not, we’ll dive deeper into troubleshooting.
I have three characters on stage waiting for us to rig up. Lets rig one up now. Step by step, one step, ask, go to the next, ok? Unreal Engine 5.5 The EASY way
Perfect. Let’s rig one of your characters the *EASY* way using Unreal Engine 5.5. We’ll use the **Control Rig** system, which is built-in and doesn’t require external tools.
### ✅ Step 1: Verify Your Character Is a Skeletal Mesh
Is the character you want to rig a **Skeletal Mesh** (not just a static mesh)?
> You can check in the Content Browser — hover over it or open it to see if it’s listed as a Skeletal Mesh.
**→ Confirm this before we go to Step 2.**
Yes they all are
Awesome. ✅ Skeletal Mesh — check.
—
### ✅ Step 2: Open Your Skeletal Mesh in the Skeletal Mesh Editor
1. In the **Content Browser**, double-click your chosen skeletal mesh (one of the characters).
2. This opens the **Skeletal Mesh Editor**.
3. On the left, under the **Asset Details** panel, make sure a **Skeleton** is assigned.
👉 Just confirm you’re inside the Skeletal Mesh Editor and can see the bones in the viewport (unless hidden).
**Are you in? Ready to proceed to Step 3?**
Yes
Great. ✅ Skeletal Mesh Editor open, bones visible — we’re cookin’.
—
### ✅ Step 3: Create a Control Rig
1. In the Skeletal Mesh Editor toolbar at the top, click **”Create Asset”**.
2. Choose:
**Animation → Control Rig → New Control Rig**.
3. Save it in your preferred folder and give it a name like `CR_YourCharacterName`.
🧠 This will open the **Control Rig Editor** — a special graph editor where we’ll build the rig logic.
**→ Let me know when your Control Rig asset is created and you’re inside its editor.**
I cannot find animation -> control rig or new control rig anywheres
Gotcha — Unreal 5.5 loves to keep us on our toes. Let’s find the Control Rig creation path the *surefire* way.
—
### ✅ Alternate Path to Create a Control Rig
1. Go to the **Content Browser**.
2. Right-click in your desired folder.
3. Choose **Animation → Control Rig** (if you don’t see it, try typing **Control Rig** into the search bar at the top of the right-click menu).
4. Select **Control Rig** (not Full Body IK Rig for now).
5. Choose the correct skeleton if prompted.
6. Name it something like `CR_YourCharacterName`.
🧠 This avoids going through the Skeletal Mesh Editor — but we’ll hook it back up shortly.
**→ Let me know when that Control Rig is created and opens in the Control Rig Editor.**
I have belica animation BP in the folder
Nice — Belica’s **Animation Blueprint** is there, which means the skeleton and animation system are already set up. Perfect foundation. But now we need a **Control Rig asset** to manually control her bones.
Let’s get that **Control Rig** created the direct way:
—
### ✅ Step-by-Step: Create Control Rig from Content Browser
1. In the **Content Browser**, right-click in the folder with Belica’s assets.
2. Choose:
`Animation → Control Rig`
*(Type “Control Rig” in the search if you don’t see it right away.)*
3. In the pop-up, **select Belica’s skeleton** if it asks.
4. Name it something like `CR_Belica`.
Once done, double-click to open it — this is where we’ll set up her bone controls.
**→ Tell me when it’s created and open in the Control Rig Editor.**
It opend to NewControlRigBlue…Fowrds Solve is defauled
Perfect! You’re in the **Control Rig Editor**, and that default node is `Forwards Solve` — the main event graph for rig logic. That’s exactly where we want to start.
—
### ✅ Step 4: Add a Bone Control (Let’s Move Her Head)
Let’s wire up a simple bone control to move her head.
1. In the **Rig Hierarchy** (left panel), expand the bone tree until you find `head` or something similar (like `Head`, `head_ctrl`, etc.).
⚠️ If nothing shows up, click the **import skeleton** icon (looks like a tiny mesh) near the top of the hierarchy panel.
2. Right-click the `head` bone → choose **”New → Control”**
This adds a control that you can move in the viewport.
3. In the main graph (middle panel), drag in that new Control and the `head` bone.
4. Connect it like this:
– **Control → Get Transform**
– **Set Transform (Bone: Head)** → use that transform
– Make sure to set **Space: Local** or **Bone Space** on the `Set Transform`.
👉 Once wired, you’ll be able to select the control in the viewport and move her head around like a puppet master.
**→ Let me know once the control is added and wired — then we’ll test it out.**
Hold on, research Unreal for the Character Paragon Belica and see what files come with it so I don’t have to repreduce it right now?
Understood. The **Paragon: Lt. Belica** asset pack available through Unreal Engine includes a comprehensive set of files designed to facilitate character integration into your projects. Here’s a breakdown of what’s included:
– **Character Model**: High-quality, fully rigged 3D model of Lt. Belica.
– **Animations**: A variety of pre-made animations suitable for gameplay.
– **Animation Blueprints (AnimBPs)**: Pre-configured blueprints that handle animation logic.
– **Skins**: Additional textures or materials for different character appearances.
– **Visual Effects (FX)**: Effects associated with the character’s abilities or actions.
These assets are provided for free to the Unreal Engine community and can be used directly in your projects. citeturn0search1
Given that these files are comprehensive and ready to use, you might not need to create a new Control Rig from scratch. Instead, you can utilize the existing Animation Blueprints and animations to control the character.
**Next Steps**:
1. **Import the Lt. Belica Asset Pack**: If you haven’t already, download and add the Lt. Belica asset pack to your Unreal Engine project.
2. **Review the Included Animation Blueprints**: Familiarize yourself with the provided AnimBPs to understand the existing animation logic.
3. **Integrate the Character into Your Scene**: Place Lt. Belica into your level and assign the appropriate AnimBP to ensure she animates correctly.
4. **Customize as Needed**: If you require specific animations or behaviors not included, consider creating new animations or modifying the existing AnimBP.
By leveraging the provided assets, you can streamline the process and avoid unnecessary duplication of effort.
I think I see a little better what maybe needs to be done? Tell me how I rig all of the actions into the character? Or is this automated like the default unreal mannequin? Can I right the default mannequin to wear these other meshes?
Ahh yes — now you’re asking the Big Rig™ questions. Let’s break it down clearly and concisely so it’s **absolutely** clear how this whole thing works.
—
## 🧠 First: How Character Animation Works in UE5
### Key Parts Involved:
1. **Skeletal Mesh** – the character’s bones + 3D body.
2. **Skeleton** – bone structure shared by compatible meshes.
3. **Animation Sequences** – predefined bone movements.
4. **Animation Blueprint (AnimBP)** – logic that plays/changes animations.
5. **Control Rig** – optional; used for **manual posing** or **procedural animations**.
—
## ✅ Option 1: Use Existing AnimBP (Easiest)
### Use Case:
You just want Lt. Belica to walk, idle, jump, etc. — like the default mannequin.
### Steps:
1. **Drop Lt. Belica into your scene.**
2. In the **Details panel**, assign the **UE5 default ThirdPerson_AnimBP** to her:
– Find `Animation Mode`: set to **Use Animation Blueprint**.
– Set `Anim Class` to: `ThirdPerson_AnimBP_C` *(or whatever your mannequin uses)*.
✅ If **Belica’s skeleton is compatible** (usually based on **UE4/UE5 Mannequin**), she’ll work right away.
⚠️ If not, you’ll need to **retarget** the animations…
—
## 🔄 Option 2: Retarget Animations (Cross-Skeleton Compatibility)
### Use Case:
Belica’s skeleton is **not the UE mannequin**, but you want to reuse those AnimBPs/animations.
### Steps:
1. Go to **Animation → Retarget Manager** on both characters.
2. Set up **Humanoid mappings** (spine, head, legs, etc.) for each.
3. Use **IK Retargeter** (UE5 feature) to copy animations from mannequin to Belica.
4. Save new compatible animations for her.
5. Create a new **AnimBP** using these retargeted anims.
🔧 This takes ~10-15 min the first time, but gives **full control**.
—
## 🧥 Bonus: Put Belica Mesh on Mannequin Skeleton
### Use Case:
You want Belica’s look, but the **default UE5 animation system** to drive her.
### Steps:
1. Open her Skeletal Mesh.
2. In the **Skeleton** section, change it to use the **UE5 Mannequin skeleton** *(only works if bone hierarchy matches — some Paragon chars already match!)*.
3. If mismatch, retarget instead.
—
### 👇 So, TL;DR:
– **If Belica uses the UE skeleton** → plug her right into your existing AnimBP like the mannequin.
– **If she doesn’t**, you’ll need to **retarget animations** or **recreate logic** in a new AnimBP.
– Control Rig = optional, for precision control / fancy stuff.
—
Ready to check her skeleton for compatibility, or want to jump into retargeting?
Ok, since they all have their own animation BP I assigned them in the anim clasws, now they are at least breathing. How do I posess one now?
Nice, the squad’s alive and breathing — now it’s time to **possess one like a ghost with intent.** 👻🕹️
—
## 🔹 Step-by-Step: Possess a Character in Unreal Engine 5.5
### 🎮 **Option 1: Auto Possess in Details Panel (for test maps)**
1. **Select the character in your scene** (e.g., Belica).
2. In the **Details Panel**, find:
– `Auto Possess Player` → set to **Player 0**
– (This means it’ll be controlled by the main player controller when the game starts.)
3. Hit **Play** in the viewport.
✅ You should now spawn inside that character, full control granted.
—
### 🧠 Bonus Tips:
– **Only one** character can be possessed by Player 0 at a time.
– If multiple have `Auto Possess Player = Player 0`, the engine picks one (usually last placed).
– Want to **switch possession at runtime**? Let me know, we can script that.
—
Want to test control with input, or possess a different character dynamically later?
which starter project character in unreal 5.5 shoots projectiles?
Ah, excellent question — welcome to the gunslinger circle. 🎯
### 🔫 The Unreal 5.5 Starter Project with Projectile Firing:
**➡️ First Person Template**
—
### 🔍 What it Includes:
– A character with a camera-aligned **gun mesh**.
– An **Animation Blueprint** for firing.
– A **Projectile Blueprint** (often named `BP_Projectile` or similar).
– Pre-wired input for **Left Mouse Button** to fire.
– Fully working logic for spawning and launching projectiles.
—
### 🧰 Where It Happens:
In the FirstPersonCharacter Blueprint, usually in:
– **Event Graph**:
– Input → SpawnActor (projectile) → Add Impulse / Launch.
—
### 🎁 Bonus:
Want your **third-person character to shoot** like that? You can **copy** the projectile BP and fire logic over — I’ll walk you through wiring it if you want that.
Wanna do that next?
Is there anything such as character blueprint switching? Like, I just set a key to switch from first to thid persons views,
Hell yes — that’s a *prime mechanic*. What you’re asking is essentially:
> 🔄 **Switch between two character blueprints** (or views) using a key press.
You’ve got **two ways to do this**, depending on what you really mean:
—
### 🔹 1. **Switch Views (First ↔ Third Person)**
— *Same character, toggle cameras*
**✅ Ideal if you want to stay in the same body, just change the perspective.**
#### 🔧 Setup:
1. Add **two cameras** in your character BP:
– `FirstPersonCamera` (attached to head or spring arm close)
– `ThirdPersonCamera` (on a spring arm behind)
2. In Event Graph, wire a key input (like `Tab`) to a **FlipFlop** node:
– FlipFlop → `Set Active` on the two camera components (one true, one false)
Boom: **toggle between camera views** on key press.
—
### 🔹 2. **Switch Entire Characters (Character Blueprint Swap)**
— *You possess a whole different character BP*
**✅ Use this if you want to switch bodies entirely (e.g., control Belica, then switch to Lt. Smash).**
#### 🔧 Setup:
1. Place both characters in the scene.
2. In your PlayerController BP, wire a key press (e.g., `Tab`) to:
“`blueprint
Unpossess → Possess(New Target)
“`
3. Store a reference to both characters so you can flip between them.
—
### 🧠 Quick Sketch of the Swap Logic (Option 2):
“`blueprint
Tab Pressed → FlipFlop
A → Unpossess → Possess Belica
B → Unpossess → Possess Lt. Smash
“`
—
Which one are you aiming for?
– 🎥 Just switching **view perspective**
– 🧍♂️ Switching between **entire character blueprints**
I’ll walk you through whichever one you’re doing.
Where would the blueprint file be for the first person shooter?
Ah, hunting down the blueprint lair of the First Person Shooter template — I like your style. 🕵️♂️ Here’s where it hides:
—
### 🔫 **First Person Shooter Template – Main Blueprint File**
#### 🗂️ Location in the Content Browser:
“`
Content → FirstPerson → Blueprints → BP_FirstPersonCharacter
“`
—
### 📦 What You’ll Find in There:
– **Camera logic** (usually attached to the character’s head or spring arm)
– **Gun mesh** and **fire animation**
– **Projectile spawning** logic
– Input events like `Fire`, `MoveForward`, `TurnRight`, etc.
—
### 🧠 Extra:
– The **projectile** is usually here:
“`
Content → FirstPerson → Blueprints → BP_Projectile
“`
—
If you imported the First Person Template into an existing project, it may be in:
“`
Content → FirstPerson → …
“`
But if you started fresh using that template, it’ll be the **default character** in your level, auto-possessed on play.
—
Want to grab that firing logic and drop it into another character next? I can walk you through that copy-paste surgery.
Good question — if you created a project using the **First Person** template in Unreal 5.5, the core Blueprint files live in a specific spot in your **Content Browser**.
—
### 🔍 Where to Find the First Person Shooter Blueprint:
#### 📁 **Default Location:**
“`
Content → FirstPerson → Blueprints
“`
#### 🔧 Key Files Inside:
– **BP_FirstPersonCharacter** ← ⭐ this is your main character
– **BP_Projectile** ← the thing they shoot
– **FirstPersonGameMode** ← optional, handles rules and spawning
#### 🎮 Where It’s Used:
– `BP_FirstPersonCharacter` handles:
– Input events (like `Fire`)
– Spawning projectiles
– Camera
– Gun mesh and muzzle flash
—
### 🚀 Pro Tip:
– If you’re not seeing the **FirstPerson** folder, try enabling **View Options → Show Plugin Content** or **Show Engine Content** at the bottom right of the Content Browser.
– Or, if you used a custom name, look for folders like `MyCharacter`, `Player`, or search `BP_` in the Content Browser’s search bar.
—
Let me know when you’ve found it or if you want to copy the shooting logic to your custom character. I’ll walk you through it.
Ah, the cursed `.upack`—looked like candy, turned out to be poison. 🍬☠️ Let’s **rip that sucker out** cleanly so your project breathes again.
—
### 🧹 Step-by-Step: Uninstall a .uPack That Crashes Unreal
#### ✅ 1. **Close Unreal Editor (if it isn’t already belly-up).**
#### ✅ 2. **Navigate to Your Project’s Folder:**
Go to the folder where your `.uproject` lives.
#### ✅ 3. **Open the `/Content` Folder:**
Look for a folder named **after the .upack** (or something that wasn’t there before — usually it matches the Marketplace pack or plugin name).
🧼 **Delete that folder.**
That wipes out the assets that were added.
#### ✅ 4. **(Optional) Check `/Plugins` Folder**
Some `.upack` files sneak in as plugins. Go to:
“`
YourProject/Plugins/
“`
If you see anything related to the .upack you installed, **nuke it.**
#### ✅ 5. **Delete Intermediate + Saved Folders (Optional Cleanup)**
Sometimes lingering junk causes weird issues:
– Delete the `Intermediate` and `Saved` folders from your root project folder.
– Don’t worry — Unreal will regenerate them.
#### ✅ 6. **Open Your Project Again**
If all is clean, the editor should open without crashing.
—
### 🧠 Bonus Tip:
If you don’t know what folder the .uPack added:
– Open the `.uplugin` or `.uproject` file in a text editor and see which modules or content folders were referenced.
– Or create a clean project and install the .upack again there to see what it drops (then delete *that* project).
—
Ready to purge, or want help ID’ing the exact folder that needs to go?
says myproject2 and visual studio tools are built with different engines
Ah, that classic Unreal-Visual Studio mismatch. 🎭
### ⚠️ Error: “MyProject2 and Visual Studio tools are built with different engine versions”
This means that **Unreal Engine and your Visual Studio project aren’t synced** — usually due to:
– An **engine version upgrade**
– Or opening the project before **generating project files**
—
### ✅ Step-by-Step Fix:
#### 1. **Close Unreal Editor and Visual Studio**
#### 2. **Right-Click `YourProject.uproject` → Select:**
> **”Generate Visual Studio project files”**
This regenerates the `.sln` (solution) and syncs it with the **current Unreal Engine version**.
#### 3. **Open the New `.sln` in Visual Studio**
#### 4. **Build the Project**
In VS:
> Menu → Build → **Build Solution (Ctrl+Shift+B)**
It’ll compile the project with the **correct engine toolchain**.
#### 5. **Launch Unreal Again**
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### 💡 Extra Tip:
– If you’re using a custom or source-built Unreal Engine, make sure VS is using the right `.target.cs` files.
– If issues persist, try deleting the `Intermediate`, `Binaries`, and `.vs` folders — **then regenerate** again.
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Let me know if you want to double-check your engine path, version, or build settings — I can walk you through!
ow to import a mbb file into unreal?
Ah, `.mbb` files — sneaky little devils. But first, let’s clear the fog:
### 🕵️ What is a `.mbb` File?
Unreal Engine doesn’t **natively** recognize `.mbb` files. So first, we need to know:
– Is it from **MotionBuilder**? (They use `.mb` or `.fbx`, not `.mbb`)
– Is it a **custom binary format** from another software?
– Is it **GIS-related**? `.mbb` sometimes pairs with `.img` in mapping tools.
Knowing what it’s for will tell us how to convert it.
—
### 🧰 Common Scenarios & What to Do:
#### 🔸 1. **If it’s from a 3D program like Maya or MotionBuilder:**
`.mbb` could be a backup or plugin-related. You’ll need to **open it in the original software** and export it as `.fbx` or `.obj`.
> ✅ Unreal loves `.fbx` best — animations, meshes, skeletons, all come through clean.
—
#### 🔸 2. **If it’s from a GIS/mapping program:**
`.mbb` is usually an **index file** — not something you import directly.
> ✅ Use tools like **QGIS** or **Global Mapper** to convert the actual `.img` or mesh to a standard format Unreal can read (like `.png`, `.tif`, or `.obj`).
—
#### 🔸 3. **If it’s from a proprietary or custom tool:**
You’ll likely need that tool to **convert or export** to a format Unreal supports.
—
### 🧪 TL;DR – Try This:
– Open `.mbb` in the app that made it (or try renaming it to `.zip` and see if it’s an archive)
– Export it from there as `.fbx` or `.obj`
Sorry, a .mhb file a metahuman I just created and would like to import into my world?
Ah! `.mhb` — now **that’s** more like it. You’re dealing with a **MetaHuman Blueprint file**, usually created via **MetaHuman Creator** or **MetaHuman Animator**.
Let’s get your digital alter ego into your Unreal world. Here’s how, step by step:
—
### ✅ **Importing a `.mhb` (MetaHuman) into Unreal Engine 5.5**
#### 🔹 Step 1: **Use Quixel Bridge (inside Unreal)**
1. Open **your UE5 project**.
2. Go to **Window → Quixel Bridge**.
3. In Bridge, log in to your **Epic Games account** (same as MetaHuman Creator).
4. Go to the **MetaHumans tab** — you should see your newly created MetaHuman there.
5. Click **Download**, then **Add** to your project.
> 💡 If you don’t see it: Make sure you’ve *exported* it from [MetaHuman Creator](https://metahuman.unrealengine.com/) and selected the **correct project** when syncing.
—
#### 🔹 Step 2: **Place the MetaHuman in Your World**
1. Once imported, go to the **Content Browser**.
2. Find your MetaHuman under:
`Content → MetaHumans → [YourCharacterName] → BP_[YourCharacterName]`
3. Drag the **Blueprint** into your level.
Boom. Now your MetaHuman is standing tall, breathing, blinking, ready to star in whatever weird sim or drama you’re cooking up. 🎭
—
#### 🔧 Bonus Tip: Want to Possess It?
Hook it up in your **GameMode** and **Player Controller** — I’ll guide you through if you’re ready to rig that up.
Want to possess the MetaHuman next?