Build a door Blueprint with a trigger box
What you’ll build: an Actor Blueprint at /Game/Tutorials/BP_Door with a DoorMesh static mesh, a Trigger box, a warm-brown material instance, compiled and spawned in your level.
Time: ~45 minutes · Prerequisites: Tutorial 1 recommended. Empty level open.
Before you start
Section titled “Before you start”pingExpected: JSON success with editor version and level name.
Step 1 — Create the Blueprint asset
Section titled “Step 1 — Create the Blueprint asset”Try this prompt:
Create an Actor Blueprint at /Game/Tutorials/BP_Door.
What Claude does
Calls create_blueprint with the provided path and parent_class=Actor. The plugin creates the asset and opens it for editing.
Verify
get_blueprint_info path:/Game/Tutorials/BP_DoorExpected: the Blueprint’s metadata including its parent class and an empty components list.
Step 2 — Add the mesh and trigger components
Section titled “Step 2 — Add the mesh and trigger components”Try this prompt:
Add a StaticMeshComponent named DoorMesh and a BoxComponent named Trigger to BP_Door.
What Claude does
Calls add_component_to_blueprint twice — once for StaticMeshComponent and once for BoxComponent.
Verify
list_blueprint_components path:/Game/Tutorials/BP_DoorExpected: two components — DoorMesh (StaticMeshComponent) and Trigger (BoxComponent).
Step 3 — Assign a basic mesh and shape it like a door
Section titled “Step 3 — Assign a basic mesh and shape it like a door”Try this prompt:
On DoorMesh, set the static mesh to /Engine/BasicShapes/Cube.Cube and set its scale to (0.3, 1, 2).
What Claude does
Calls set_static_mesh_properties to assign the mesh asset, then set_component_property for the transform scale.
Verify
Inspect the Blueprint viewport — the cube should now be narrow, roughly door-proportioned.
Step 4 — Size and position the trigger box
Section titled “Step 4 — Size and position the trigger box”Try this prompt:
Resize the Trigger box to (150, 150, 200) and offset it upward by (0, 0, 100) so it surrounds the door.
What Claude does
Calls set_component_property on Trigger.BoxExtent and on Trigger.RelativeLocation.
Verify
The Trigger’s wireframe in the Blueprint viewport should now envelop the door mesh.
Step 5 — Create the material instance and assign it
Section titled “Step 5 — Create the material instance and assign it”Try this prompt:
Create a material instance at /Game/Tutorials/MI_Door from /Engine/BasicShapes/BasicShapeMaterial, set BaseColor to warm brown (R=0.45, G=0.28, B=0.12, A=1.0), and assign it to DoorMesh.
What Claude does
Calls three tools in sequence:
create_material_instance— creates the MI from the parent material.set_material_parameter— setsBaseColoron the instance.assign_material_to_blueprint_component— applies the MI toDoorMesh.
Verify
The Blueprint viewport now shows the door in warm brown.
Step 6 — Compile the Blueprint
Section titled “Step 6 — Compile the Blueprint”Try this prompt:
Compile BP_Door.
What Claude does
Calls compile_blueprint. Expected result: “Compilation successful” with no errors.
Step 7 — Spawn one in the level
Section titled “Step 7 — Spawn one in the level”Try this prompt:
Spawn a BP_Door in front of the camera facing the camera, and name the new actor Door1.
What Claude does
Calls get_viewport_camera_info to read the camera’s position and rotation, then spawn_blueprint_actor with blueprint_name=/Game/Tutorials/BP_Door, actor_name=Door1, and a location offset 300 cm along the camera’s forward vector with a yaw rotation pointing back at it. The actor_name must be distinct from the Blueprint’s own name.
Verify
find_actors_by_name Door1Expected: one Door1 actor of class BP_Door_C.
Step 8 — Save everything
Section titled “Step 8 — Save everything”Try this prompt:
Save the BP_Door asset, the MI_Door asset, and the current level.
What Claude does
Calls save_asset twice (for the Blueprint and the material instance), then save_level.
What you learned
Section titled “What you learned”create_blueprint+add_component_to_blueprint— the minimal authoring loop for a new Actor Blueprint./Game/Tutorials/…asset paths follow the conventions in Asset paths.compile_blueprintbefore spawning — a Blueprint with uncompiled changes behaves unpredictably.- Material instance assignment on a Blueprint component vs. a level actor — instances override the parent material’s parameters without duplicating the base material asset.
Next: the advanced Automate a cutscene tutorial puts Sequencer to work. Or browse the Blueprints reference.