‫Hey, welcome back.
‫We're now ready to start creating some blueprints based on our base -- class.
‫So this is going to be a relatively easy lecture, especially if you have any experience working in
‫blueprints.
‫Now, in order to keep our file structure orderly, we're going to click on the content folder.
‫And here in the content folder we're going to create a new folder.
‫So let's go ahead and right click and select new folder.
‫And since this folder will hold all of the blueprints we create for this game project, we're simply
‫going to call this folder blueprints.
‫Now, double click on blueprints to open that up and we're going to create a new folder here.
‫So right click new folder and let's call this one Pons.
‫So we're going to put all of the -- blueprints that we create right here in the Pons folder.
‫So let's go ahead and create those.
‫I'm going to head back over to Toon tanks under C++ classes where we have our base pawn C++ class and
‫we can create a blueprint based on this C++ class by right clicking and selecting Create Blueprint class
‫based on base pawn.
‫Now we're given the option to select where we should put this new blueprint.
‫I'm going to click the dropdown next to blueprints so I can see the Pawns folder.
‫I'm going to select that, and this is where I'd like to stick the new blueprint.
‫Now let's go ahead and give this blueprint a meaningful name.
‫Now, a good convention is to prefix the name with Bpy.
‫So we know that this is a blueprint.
‫So I'm going to say blueprint and let's call this BP pawn tank.
‫This is going to be the tank that we're going to control as we're rolling around and bombing stuff in
‫this game.
‫So BP Pawn Tank, let's click Create Blueprint Class and here is our blueprint for the pawn tank.
‫And up here at the top right, we can see parent class based pawn, which is exactly what we wanted.
‫Now over to the top left.
‫We have the components panel and we see at the very top it says BP Pawn Tank in parentheses self.
‫This is the overall blueprint itself.
‫And in the details panel, we have all sorts of properties that we can see that are exposed by default.
‫Now back over to the components panel just under BP Pawn Tank.
‫We see all of the components that we created in C++.
‫We have the capsule which is designated as the root.
‫That's why it's at the very top.
‫And attached to that, we have the base mesh, then the current mesh, then the projectile spawn point
‫and notice that these are indented, indicating that they are attached to the component above them and
‫they have these useful little dropdowns that allow us to collapse things that are attached to any given
‫component if we want to do that.
‫Now, if you've worked in blueprints before, you'll notice that something is missing.
‫If you select any one of these components over here in the details panel, it's suddenly very empty.
‫And that's because there is nothing exposed to blueprints from the C++ side.
‫This is something that we have control over as C++ developers in Unreal Engine, you can expose components
‫to blueprints.
‫That's why we can see them here in the components panel.
‫But we have not exposed any of the properties that belong to these components because that is something
‫we actively have to specify from the C++ side, and we're going to learn how to do that in the videos
‫to come.
‫So when it comes time to take the capsule component and adjust its size or take the base mesh and actually
‫assign a mesh to it, we'll be able to start doing those things once we've exposed those properties
‫and then we can see them here in the details panel and give those properties valid values.
‫So now we have a BP -- tank.
‫As I mentioned, this is going to be the tank that we roll around and wreak havoc on the world.
‫So that's great.
‫Let's go ahead and close out of BP -- tank.
‫And next, we'd like to create another blueprint class based on base --.
‫And this can be for the tower.
‫That's the enemy that we will have posted up at this central point here and the level that we will do
‫battle with.
‫So this will be a challenge for you.
‫You're going to create a new blueprint class based on base --.
‫Go ahead and call this BP, underscore -- turret.
‫So pause the video and create this blueprint now.
‫Okay.
‫Let's go ahead and make our second blueprint based on base --.
‫So here's our base --, lets right click create blueprint class based on base pawn and let's select
‫the Pawns folder and we can call this BP Pawn Turret and click Create Blueprint Class.
‫And here is our Pawn Turret Blueprint.
‫Now it looks exactly the same as the base pawn and we're going to change that in the next lecture when
‫we start exposing these components to blueprints so that we can set some properties here to make this
‫blueprint look different than the pawn tank.
‫So in this lecture, we derived a BP pawn tank blueprint from the base pawn class as well as a BP pawn
‫turret.
‫In the next lecture, we're going to talk about how we can make these look different from each other
‫by exposing their components to blueprint so we can edit some properties.
‫I'll see you soon.