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Quick Start

Kyle Wilcox edited this page Feb 14, 2026 · 13 revisions

This quick start assumes that you know how to clone this plugin into your project's Plugins folder and compile it.

Because Bango uses almost normal blueprints, you'll already be familiar with it as soon as you start to use it. In this quick start tutorial we will:

  1. Create a simple re-usable trigger blueprint.
  2. Place your trigger into a level.
  3. Add a simple level script to it, and edit it.
  4. Play it!

 

Create a Trigger Blueprint

Build any sort of trigger, button, or other feature that will activate something in your game. We're going to create a very simple actor blueprint with a spherical collider to serve as a simple volume trigger. When anything overlaps this trigger actor, we'll run the trigger's script.

  • Create a new Actor blueprint.
  • Add a Sphere Collision Component. Set its collision settings appropriately (I am simply setting it to the 'Trigger' channel below).
  • Add a Bango Script Component.
  • Code the trigger's blueprint graph to call the Bango Script Component's Run function when an overlap begins.

 

image

Simple sphere trigger blueprint

Note

This is a very rudimentary trigger; your game will probably require more complex triggers.

Bango Triggers, a separate plugin with configurable level triggers, is in development (unusable at this time).

Tip

The Bango Script Component has some helpful settings on it.

  • Billboard: Use these settings to hide, move, or customize the level editor billboard for this script component.
  • Start Node Comment: Use this to show a custom "ghost node" message over the script's Start event.
  • Autoplay: If this is checked, the Script Component will run this script on BeginPlay.
  • Suppress (instances only): If this is checked, the script will ignore all run requests. This is editor-only!
  • Allowed Contexts: Control where the script is permitted to run (editor, shipping, server, test, and more).

 

Place Trigger in a Level

Load up a map, and put your trigger into the level. Configure it (size, any other settings). You should have something that looks like this:

 

image

Our simple trigger blueprint, placed into a level

 

Add a Level Script on the Trigger

You can either select the script component and use the "Level Script" button on the details panel, or hover your mouse over the script in the editor viewport and press the "New Script" popup button. After creating a new script, a read-only preview of the script's graph is visible in the details panel. Click on the edit button in the top-left to open and edit the script.

 

NewScriptCreation

Left: Details panel showing new Level Script button | Right: Hover-popup in the level editor viewport

 

image

Details panel after spawning a new script; Edit button is on the top-left of the preview graph

 

Edit the Level Script

After opening the level script, start scripting! You are now creating normal blueprint graph code, with a few extras. Most importantly, you can copy/paste level actors onto the graph, or drag actors from the level outliner onto the graph.

 

image

New level script, with references to level actors

 

Play!

945655ff104076d4af4f6ae5a6330818.mp4

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