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

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

    Hi Everyone

    I've just finished this series of video of how to create a road tool using splines. it starts off introducing the new spline and spline mesh components and finishes with using them to create a road placement tool.

    https://www.youtube.com/watch?v=3GIc...5NJYN6&index=2

    I did a similar video last week but have redone it because I improved the tool.

    Feel free to give me feedback and if you like it then please subscribe to my channel so you receive future tutorials. I've got lots planned, including particles, Engine Architecture and also c++. Also will have some maya fluid simulation tutorials at some point in the future.
    Last edited by dokipen; 07-17-2014, 10:46 AM.

  • replied
    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

    Leave a comment:


  • replied
    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.

    Leave a comment:


  • replied
    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.

    Leave a comment:


  • replied
    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!

    Leave a comment:


  • replied
    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.

    Leave a comment:


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

    Leave a comment:


  • replied
    Michael and MisterMonday you've made my day, thank you very much for scaling and rotation example algorithms

    Leave a comment:


  • replied
    I tried but unfortunately it's not working following the blueprints above:



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

    Leave a comment:


  • replied
    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.

    Leave a comment:


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

    Leave a comment:


  • replied
    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.

    Leave a comment:


  • replied
    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?

    Leave a comment:


  • replied
    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.

    Leave a comment:


  • replied
    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.

    Leave a comment:

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