It seems that i’m already stuck at third step of Blueprint Door Tutorial.
I can’t seem to find BlueprintActorBase as parent class for my Blueprint.
could it be that i’ve missed some settings (i admit i skipped some of Blueprint documentation)?
Note: i created a new project with Third-Person (Blueprints Only) and then only started following tutorial
it seems to be same with blank project option.
if there is any additional information needed let me know
There’s another issue too:
Step 8 in tutorial 1.2 says:
In Content Browser, locate S_LT_Doors_SM_Door04 static mesh (a copy of this asset is contained within assets for these tutorials for convenience). Click Component list again and choose Selected Asset at top.
If you start a new project, that file isn’t there. I’m not even sure of how to import assets from tutorial. file either. It sounds like kind of a beginner question to ask, but would anyone mind helping me figure this out?
If you go to Content Browser → Import, it is looking for all files, yet when I browse to door tutorial folder, I can’t find anything in there, even in assets folder. However, if I just open folder in windows explorer, all of content appears there.
required meshes are in Assets. at start of Blueprint tutorials. It is in a file format called a .uasset. After you create a new project, in Explorer drop uassets you want to use some place within that project’s location. It will then automatically repopulate next time you switch to that project or load Rocket with that project as default (or however)…
Thank you Tom!
I hadn’t even considered dragging and dropping content from Windows Explorer into UI for Rocket. (That’s what happens when I try doing this work late at night).
tutorial didn’t mention anything about having to import assets, so I assumed door, etc., were included as standard assets within Rocket, as same mesh was used in UDK.
That clarifies issue, thank you!
I see now. I’ve got to actually drop them into my content folder for that project, using windows explorer.
Is there, or will there be, some sort of dialogue so that I can import content via Rocket editor?
I only ask because so many consumers are using Unity now, and their approach is exact opposite.
Hi Dave,
You can also right-click in editor’s folder you want to import to and at top of menu will be an “Import To [folder path]” option. Using that should make it easier to organize.
-Alexander
I tried doing that, and that’s what lead to my confusion.
If I right click —> Folder Options —> Import (“imports an asset from file to this folder”) I can then browse in windows explorer to folder where all of my assets are located, and nothing appears.
I thought it may have to do with file extension that Rocket was looking for, but All Files (*.apk,*apx, etc.) are selected.
odd part is that if I just open up windows explorer on its own, I can see all of assets in there: Static Meshes, textures, etc.
Hi Dave,
That is unexpected behavior. It’s also a different issue than this question’s. Can you create a new question and upload assets in it? It’ll make tracking, reporting and fixing this issue a lot simpler on our side. Once you make it, I’ll make sure to grab it immediately. Thank you.
-Alexander
Hi ,
You are very close actually. By BlueprintActorBase it means Object>Actor. Highlight “Actor” in that menu and hit “OK” to make an Actor Blueprint. That should resolve issue, but if it doesn’t let me know.
-Alexander
Thanks for quick answer, this indeed solved it and made me feel like a complete idiot.
Not your fault at all, .
tutorial on site is out of date with current version of UE4. BlueprintActorBase used to be base of all Blueprints. It was removed and now Actor is just used to make things simpler. tutorial has been updated to reflect this, but hasn’t been published and uploaded yet.
Hey, don’t feel bad - I came here for this exact problem!
I was stuck as well, but this solved it.
Can some notes be added to that tutorial to update quite frequently different node names? I’m struggling to reproduce it (Day1).
What is this supposed to be? Is it because of an out of date tutorial, or did I miss a step? I could not get this to show up, and instead tried every other available setting for BoxComponent.
When adding a tool tip to a public variable tutorial seems to say use a Custom Group, but I don’t see this anywhere. I just see tool tip, and DoorEnd and DoorStart can’t be set into a group in hierarchy listing above that section.
Touch was renamed to Overlap since tutorial was originally written. You’re going to run into lots of issues following that tutorial in its current state on site. update version will be published soon.
I’ll see if I can get to pop in and help you with trouble spots.
@Tom Mooney
These settings seem to work for me for BoxComponent
And this is what it looks like in my setup for DoorEnd variable, they renamed Custom Group Name to Category, Just enter Door Setup for first time, and then for every next variable that needs to be placed in that group you can select it from a drop-down list

@.Roos - You’re dead on. We have to set all collision channels to Ignore, except for PawnMovement, which we set to Overlap.
You’re also right about Custom Group Name, which did indeed get changed to Category.
Thanks, and I’ll keep an eye on future problems you have. As soon as next round of docs get published, this will all go away, as those tutorials were rewritten very recently.
Thanks Roos and Zak. Those infos help a lot.
On 1.5 Initial Event Part 11
At top of Blueprint Editor, click Defaults button. Set value of Door End to 288.
This can not be seen in defaults until you compile,