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[TUTORIAL] Create a procedural spline road tool in blueprints 4 part video series

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    #31
    Originally posted by JamesG View Post
    Hi sds-michael, were you still planning to (or did you already!) make a pull request for these changes? They look very cool!

    James
    Yeah, this is need to be added.
    Hevedy - Instance Tools: https://hevedy.itch.io/hevedyinstances
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      #32
      Apologies for the epic late reply - I wish the forum software automatically subscribed you by email to threads you post in.

      RE: making a pull request, I haven't done this yet as there are a few dependencies with other local C++ changes we've made so it would be a bit of an effort to clean it up and get it into mainline. Unfortunately I've got a pretty tight schedule for Space Dust Racers so I probably won't have time to do this any time soon. Anyone is welcome to grab the code snapshot I posted above and push it through of course - I imagine if someone from the Epic team had a look, they'd probably have their own ideas about ways the tool could be improved. My implementation is very "road"-centric.
      Lead Gameplay Developer at Space Dust Studios/Varkian Empire (@butterparty)
      Obliteracers: Thread // Blog // @obliteracers // Facebook // Reddit // Steam

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        #33
        I tried integrating this with the latest Github source, but unfortunately it is not working properly. After converting FComponentInstanceDataBase to FActorComponentInstanceData I was able to get it to compile, but I am unable to edit the spline at all in the editor or the blueprint

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          #34
          These changes were made against 4.5 release, that'd be why.
          Lead Gameplay Developer at Space Dust Studios/Varkian Empire (@butterparty)
          Obliteracers: Thread // Blog // @obliteracers // Facebook // Reddit // Steam

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            #35
            Hey all,

            I'm currently working on a large feature upgrade of USplineComponent, and arbitrary rotation and scale on spline points will be one of the new features, along with editing of the spline in the Blueprint Editor.

            Michael, thanks very much for your patch; although I'm unable to use it verbatim, it's served as a useful reference and we'll make sure you're credited in the next engine release

            I'll update this thread with progress.

            [To clarify, as I'm not in general on the forums, I'm an Epic employee!]
            Last edited by Richard Talbot-Watkins; 03-19-2015, 03:45 PM. Reason: Clarification

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              #36
              wow nice! thank you !
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                #37
                Originally posted by Richard Talbot-Watkins View Post
                Hey all,

                I'm currently working on a large feature upgrade of USplineComponent, and arbitrary rotation and scale on spline points will be one of the new features, along with editing of the spline in the Blueprint Editor.

                Michael, thanks very much for your patch; although I'm unable to use it verbatim, it's served as a useful reference and we'll make sure you're credited in the next engine release

                I'll update this thread with progress.

                [To clarify, as I'm not in general on the forums, I'm an Epic employee!]
                I can't remember some of the things I had wanted for blueprint splines, but if I had one blueprint wish for splines right now, it would be the ability to splice them together during runtime. End to end, end to middle, you name it.

                Look forward to seeing improvements in general!
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                  #38
                  Originally posted by Richard Talbot-Watkins View Post
                  Hey all,

                  I'm currently working on a large feature upgrade of USplineComponent, and arbitrary rotation and scale on spline points will be one of the new features, along with editing of the spline in the Blueprint Editor.

                  Michael, thanks very much for your patch; although I'm unable to use it verbatim, it's served as a useful reference and we'll make sure you're credited in the next engine release

                  I'll update this thread with progress.

                  [To clarify, as I'm not in general on the forums, I'm an Epic employee!]
                  For the 4.8 this will be ready ?
                  Hevedy - Instance Tools: https://hevedy.itch.io/hevedyinstances
                  Hevedy - Image Tools: https://hevedy.itch.io/imagetools

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                    #39
                    Im interrested in this to. What about connecting multiple splines to create intersections? Anyone knows how?

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                      #40
                      Just saw this, that's awesome news Richard, thanks a lot! Apologies I couldn't find the time to clean it up and submit a pull request for you. If you have any questions on the implementation just shout - michael@spaceduststudios.com.
                      Lead Gameplay Developer at Space Dust Studios/Varkian Empire (@butterparty)
                      Obliteracers: Thread // Blog // @obliteracers // Facebook // Reddit // Steam

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                        #41
                        Any ETA update on spline feature upgrades? Roll and width would both be great to have for each spline point by default, also it would be nice to be able to manually set the tangents from blueprint instead of them being calculated.

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                          #42
                          I would also like to know if this will be coming soon? I am trying to make a roller coaster and, as with others, I'm getting the spline twisting when trying to make loops.
                          Last edited by Catweazle; 07-16-2015, 08:07 AM.

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                            #43
                            Great tutorial Dokipen, thanks for sharing it.

                            I was wondering, how you would go about specifying a different start and end mesh in this particular setup?

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                              #44
                              In case if someone still don't know how to fix gimbal lock issue, you can use "Set Spline Up Dir" node which was added in 4.7. For example you can "Get Up Vector at Spline Point" and set it to Spline Mesh Component. After that you can rotate any spline point (around gimbal lock) in viewport and you will see that spline mesh up direction will be changed.

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                                #45
                                i was following your spline blueprint tutorial, is there a way to use many materials on one spline.. I am creating a road and I have many materials that i want to put on the spline.

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