From the course: Unreal: Blueprint
Create Blueprint with assets - Unreal Engine Tutorial
From the course: Unreal: Blueprint
Create Blueprint with assets
- [Instructor] We've been looking at a lot of data based Blueprints, and so what we wanna do now is just take a look at a Blueprint where we're gonna take an existing asset and some animation within a Blueprint. It can be a great way to be able to control animation elements within inside Unreal, and we can actually combine that with pre-animated assets as well. So here I've got this mechanical cube object, just gonna play this in the Viewport here. Okay, so we have this object, it's a skeletal mesh that was animated, it just has these little panels that flip over. What I wanna do, is I wanna not just have this as an asset sitting with an Unreal scene, but actually make a Blueprint out of it where we can add even more animation to it. We're just gonna rotate it, so we can sort of control that within a Blueprint. So I'm gonna hit Stop, let's go to our World Outliner, we've got our MACHINE_01_ACTIVE, I'm just gonna delete that out. Then I'm gonna go back to our Content Browser, and into Geometry and into MACHINE_01, and here I've got the mesh, two different animations sequences for it and it's skeleton. So what I'm gonna do this MACHINE_01, right-click, Asset Actions, Create Blueprint Using This, go to our 05_BP folder, and I'm gonna call this BP prefix MACHINE_01. So now, we are in Blueprint land, and so let's look at our skeletal mesh here, and you can see that it's asking for an animation mode, but we wanna have it just use an animation asset, and we will chose the MACHINE_01_ACTIVE. So now we have basically reassigned the animation asset to this object. But we wanna do even more than that. We wanna have this thing spin around. So what we're gonna do, is I'm now gonna show you how we can create timelines, and then how we can have those timelines control the animation of an object within Unreal, and that's what we'll hop onto next.
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