Skip to content
ClaudeUnreal
GitHub

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.

ping

Expected: JSON success with editor version and level name.

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_Door

Expected: 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_Door

Expected: 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:

  1. create_material_instance — creates the MI from the parent material.
  2. set_material_parameter — sets BaseColor on the instance.
  3. assign_material_to_blueprint_component — applies the MI to DoorMesh.

Verify

The Blueprint viewport now shows the door in warm brown.

Try this prompt:

Compile BP_Door.

What Claude does

Calls compile_blueprint. Expected result: “Compilation successful” with no errors.

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 Door1

Expected: one Door1 actor of class BP_Door_C.

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.

  • 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_blueprint before 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.