# Nodes for choosing static mesh and trigger volumes in construction script

**URL:** <https://forums.unrealengine.com/t/nodes-for-choosing-static-mesh-and-trigger-volumes-in-construction-script/284136>\
**Category:** Asset Creation\
**Tags:** unreal-engine, Blueprint, question\
**Created:** [May 24, 2014, 12:28pm UTC](https://forums.unrealengine.com/t/nodes-for-choosing-static-mesh-and-trigger-volumes-in-construction-script/284136 "2014-05-24T12:28:41Z")\
**Posts on this page:** 11\
**Page:** 1

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**Author:** ![robbiecooper](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@robbiecooper](https://forums.unrealengine.com/u/robbiecooper)\
**Post date:** [May 24, 2014, 12:28pm UTC](https://forums.unrealengine.com/t/nodes-for-choosing-static-mesh-and-trigger-volumes-in-construction-script/284136/1 "2014-05-24T12:28:41Z")

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I’d like to create a construction script so that whenever a level designer places a new instance of the actor in the world, he has to choose a static mesh and place trigger volume/s (every instance will be unique). What nodes would be useful for this?

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**Author:** ![PeterLNewton](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@PeterLNewton](https://forums.unrealengine.com/u/PeterLNewton)\
**Post date:** [May 24, 2014, 5:09pm UTC](https://forums.unrealengine.com/t/nodes-for-choosing-static-mesh-and-trigger-volumes-in-construction-script/284136/2 "2014-05-24T17:09:39Z")

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Hi **robbiecooper** ,

I have a sample from one of my projects I can share with you. Included a variation depending on your situation. The variation includes a way to directly set the mesh, the option I used in game was to create one node to handle all the station’s interaction. Similar to how you think of ammo, I have one multipurpose node. Next is the Capsule to detect overlap. It includes trigger size, notice only the first variable is used for the Sphere and Capsule, and a Box would need the entire vector.

**Prerequisites:**

 ![6955-smat_prereq.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/f/c/a/fca5ad1d6ce100b8d56654dbe0c7821e83cfbf6a.png)

**On Construction:**

 ![6956-staticmeshandtrigger.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/3/b/5/3b5178a27676f81676aed9170a2deac06f47a226.png)

I hope this helps.

_Peace_

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**Author:** ![robbiecooper](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@robbiecooper](https://forums.unrealengine.com/u/robbiecooper)\
**Post date:** [May 24, 2014, 5:38pm UTC](https://forums.unrealengine.com/t/nodes-for-choosing-static-mesh-and-trigger-volumes-in-construction-script/284136/3 "2014-05-24T17:38:48Z")

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Hey SilentX, I’m one of your YouTube subscribers. Let me take a closer look at what you’ve done here. There’s a bunch of nodes there that look very useful! Quite alot to take in, I’ll post another comment soon and accept your answer if its as useful as it looks at first glance! Many thanks…

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**Author:** ![PeterLNewton](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@PeterLNewton](https://forums.unrealengine.com/u/PeterLNewton)\
**Post date:** [May 24, 2014, 6:53pm UTC](https://forums.unrealengine.com/t/nodes-for-choosing-static-mesh-and-trigger-volumes-in-construction-script/284136/4 "2014-05-24T18:53:56Z")

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Oh sweeeeet! Thanks for the sub. – I hope I explained it clearly enough, but you see I created the first **enumeration** for this specific Mesh. More specifically I created a Station **Type** which determines the type of Pick Up it is. In this case being either _Health_, _Armor_, or _Boost_. I know this may be a special case, while you seem to want something more general. So you’re not forced to repeat the same actions of creating a blueprint then attaching a trigger to a mesh. This would allow you to put in the mesh, determined the trigger size and immediately get to the **Begin Overlap Event** to set its desired function.

My pleasure!

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**Author:** ![robbiecooper](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@robbiecooper](https://forums.unrealengine.com/u/robbiecooper)\
**Post date:** [May 24, 2014, 8:45pm UTC](https://forums.unrealengine.com/t/nodes-for-choosing-static-mesh-and-trigger-volumes-in-construction-script/284136/5 "2014-05-24T20:45:33Z")

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I’m in the process of making a blueprint for hand-holds. No hand-hold on any level would have the same static mesh. They would all have one static mesh, a collision mesh, and one or more than one trigger volume. I’ve been using blueprints for a couple of days, and am realizing how powerful they are. But my knowledge is really at beginner level.

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**Author:** ![PeterLNewton](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@PeterLNewton](https://forums.unrealengine.com/u/PeterLNewton)\
**Post date:** [May 24, 2014, 9:00pm UTC](https://forums.unrealengine.com/t/nodes-for-choosing-static-mesh-and-trigger-volumes-in-construction-script/284136/6 "2014-05-24T21:00:39Z")

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Hmm, I’m beginning to understand. These blueprints can help level designers immensely. Are you attempting to create **Templates** for the individual meshes or a Blueprint that easily allows them to add into these 3 components? When you speak of multiple trigger volumes, it makes me believe some of these pieces may be more intricate. So give me an example of the situation you would like Blueprints to easily handle.

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**Author:** ![robbiecooper](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@robbiecooper](https://forums.unrealengine.com/u/robbiecooper)\
**Post date:** [May 24, 2014, 9:22pm UTC](https://forums.unrealengine.com/t/nodes-for-choosing-static-mesh-and-trigger-volumes-in-construction-script/284136/7 "2014-05-24T21:22:09Z")

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It could all be done manually. You have a load of static meshes, and a blueprint, and give each combination of mesh and blueprint a slightly different name. However, the trigger volume part of it seems like something that a template or construction script could handle very well? maybe, it may have to be all manual…

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**Author:** ![PeterLNewton](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@PeterLNewton](https://forums.unrealengine.com/u/PeterLNewton)\
**Post date:** [May 24, 2014, 9:46pm UTC](https://forums.unrealengine.com/t/nodes-for-choosing-static-mesh-and-trigger-volumes-in-construction-script/284136/8 "2014-05-24T21:46:27Z")

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I would begin with the simple mesh and volume template I’ve created above. You can definitely utilize Blueprints to speed up the Level Design Process. If you check out the **Content Examples** - _DemoDisplay_ , you will notice they have modular mesh. Changes from a Round, Square L, Room L, and Description mesh. So when it comes to meshes you will use over and over with slight modifications. Blueprints can definitely lend a hand. So an example could be _Street Lights_, you have multiple meshes for a **Street Light Blueprint**. The model can be in a perfect state, broken, or rusted. You can alternate through light states - on, off, and flickering. But there is no catch-all, you must find what works best works.

Here is a Tutorial from Epic on this exact solution.  
https://www.youtube.com/embed/2iNcGQMJp9s?feature=oembed&wmode=opaque&list=PLZlv_N0_O1gaCL2XjKluO7N2Pmmw9pvhE

If there is other level designers here, they may be able to chime in further on different cases that worked for them.

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**Author:** ![robbiecooper](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@robbiecooper](https://forums.unrealengine.com/u/robbiecooper)\
**Post date:** [May 24, 2014, 9:53pm UTC](https://forums.unrealengine.com/t/nodes-for-choosing-static-mesh-and-trigger-volumes-in-construction-script/284136/9 "2014-05-24T21:53:51Z")

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That’s great mate, thanks very much!

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<div class="post-metadata">

**Author:** ![robbiecooper](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@robbiecooper](https://forums.unrealengine.com/u/robbiecooper)\
**Post date:** [May 28, 2014, 3:57pm UTC](https://forums.unrealengine.com/t/nodes-for-choosing-static-mesh-and-trigger-volumes-in-construction-script/284136/10 "2014-05-28T15:57:22Z")

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Hey SilentX, check this out;

> **[A new, community-hosted Unreal Engine Wiki](https://forums.unrealengine.com/t/a-new-community-hosted-unreal-engine-wiki/141494)**
>
> After over a year in maintenance mode, the official Unreal Engine Wiki is now permanently offline. These resources now live on a new community-run Unreal Engine Community Wiki — ue4community.wiki! You will be able to find content from the official...

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<div class="post-metadata">

**Author:** ![robbiecooper](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@robbiecooper](https://forums.unrealengine.com/u/robbiecooper)\
**Post date:** [May 28, 2014, 4:05pm UTC](https://forums.unrealengine.com/t/nodes-for-choosing-static-mesh-and-trigger-volumes-in-construction-script/284136/11 "2014-05-28T16:05:47Z")

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Turns out there’s a tutorial on this;  
[A new, community-hosted Unreal Engine Wiki - Announcements - Unreal Engine Forums](https://wiki.unrealengine.com/Blueprint_Automated_Door_Tutorial#Overrides)
