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

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    #46
    Is it possible to merge splines at runtime? I want to develop an endless runner game where I generate Floor Tiles which the player follows along a spline ( with the ability to doge obstacles left and right), but whenever the player finishes following the spline of one tile (and the tile gets destroyed and a new one gets generated in the front) he cannot walk along the spline of the next floor tile. Is this possible to achieve somehow?

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      #47
      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!]

      Any updates on this? I'm trying to get my spline meshes to rotate with the terrain so they won't clip into the ground. I tried extending SplineComponent but the indirection on the spline points is mind boggling. Set Start and End Roll on the meshes didn't seem to do anything. Setting vector up (at least to surface normal) made the whole thing disappear.
      I'd really love to be able to solve this issue.

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        #48
        Can someone show more love for spline blueprint? Been tearing hair off trying to do a 360 loop and mobius type of spline road.

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          #49
          Hey everyone, merry Christmas.

          Everything that Michael showed is now possible in-engine, except for his excellent visualization, but the old visualization still works fine.
          Here's a blueprint that is basically Michael's old blueprint, but this one is for 4.10. I also left out some nodes that were not strictly necessary to start creating!

          Click image for larger version

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          And the variables:
          Just set Spacing and TangentScale default to 100 to begin with.

          Click image for larger version

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          If the mesh you're using seems to be placed strangely, you might need to change the forward vector for the SplineMeshComponent:
          - Select the Add Spline Mesh Component node in the blueprint
          - In the details panel search for the Forward Axis property and change it to something that works for your mesh
          - (Optional) improve the blueprint by making this an exposed variable.

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            #50
            I tried but unfortunately it's not working following the blueprints above:



            i wish there was a way to do proper loopings with spline!

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              #51
              Michael and MisterMonday you've made my day, thank you very much for scaling and rotation example algorithms
              Best regards
              Dmitry Smirnov
              VEA Games

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                #52
                Is the functionality to control spline roll with an editor gizmo possible in the engine yet?

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                  #53
                  Originally posted by UhhNope View Post
                  Is the functionality to control spline roll with an editor gizmo possible in the engine yet?
                  It's been there since 4.9.2. You need to right click the spline component and turn on the visualization if you want to see it yourself, but roll and scale work even without it.
                  https://github.com/0lento/UnrealEngine (GameWorks tech merges & upgrades, UE4 physics modifications)

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                    #54
                    Originally posted by 0lento View Post
                    It's been there since 4.9.2. You need to right click the spline component and turn on the visualization if you want to see it yourself, but roll and scale work even without it.
                    Wow that's really hidden! It should be somewhere more obvious like the Spline component properties.

                    Thank you!

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                      #55
                      Great tutorial, probably the best spline blueprint I've made by following someone's work. God knows there are like a couple dozen of these out there and they're all a little broken here or there. I got your works 99%, I've compared my work to yours and I can't tell what I may have done. But when I drag a point too far and stretch a component mesh, it eventually corkscrews. Its a huge deal, but its a limitation I rather not have to consider. Do you have this issue? Or do you know what I'm doing wrong?

                      From this
                      Click image for larger version

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                      To this
                      Click image for larger version

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                      EDIT:

                      I just detached the final "Set Start Roll" and "Set End Roll" and most of my corkscrews went away. I don't think its twisting any more, looked at the wireframe, but I'm not 100% sure. We'll see as I work with it.
                      Last edited by sarchasm; 06-19-2017, 01:27 PM.

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                        #56
                        Is it possible to do that ? i need to Attach actor item to stacticmesh to Begin Object "StaticMesh
                        https://gyazo.com/f5c024ef90d16dba887b6e03336252d0
                        Impossible
                        attach static mesh to static mesh by socket in an actor? https://docs.unrealengine.com/latest...HowTo/Sockets/
                        Last edited by rgcd; 08-08-2017, 01:24 PM.

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                          #57
                          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
                          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!]
                          It's now three years later, and this bug fix has apparently still not been integrated into the engine (as I just encountered twisting in 4.21.2).

                          I saw that there was a marketplace asset released in April of 2018 to fix this issue, so I guess the solution right now is to pay to have it fixed:

                          https://www.unrealengine.com/marketp...-twist-correct

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