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[4.25.2] Using Splines in C++? (Resolved)

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    [4.25.2] Using Splines in C++? (Resolved)

    I have been trying to use splines in C++ to spawn a set of actors randomly along the curve of a spline.
    So far all I have achieved is making a straight line with all of the actors being spawned at the endpoint.
    Click image for larger version  Name:	SpineHelp.jpg Views:	0 Size:	22.0 KB ID:	1794691
    I want the top spline, but can only seem to achieve the bottom spline.

        RootComponent = CreateDefaultSubobject<USceneComponent>(TEXT("SceneComp"));
        SpawningSpline = CreateDefaultSubobject<USplineComponent>(TEXT("Path"));
    for (size_t i = 0; i < ActorCount; i++)
        FSplinePoint StartPoint;
        FSplinePoint EndPoint;
        StartPoint.InputKey = 0.0;
        StartPoint.Position = StartLoc;
        StartPoint.ArriveTangent = FVector(100.0F, 0.0F, 0.0F);
        StartPoint.LeaveTangent = FVector(100.0F, 0.0F, 0.0F);
        StartPoint.Rotation = StartDir.Rotation();
        StartPoint.Type = ESplinePointType::Curve;
        EndPoint.InputKey = 1.0;
        EndPoint.Position = StartPoint.Position + (EndDir * Distance);
        EndPoint.ArriveTangent = FVector(100.0F, 0.0F, 0.0F);
        EndPoint.LeaveTangent = FVector(100.0F, 0.0F, 0.0F);
        EndPoint.Rotation =FRotator(0.0F, 135.0F, 0.0F);
        EndPoint.Type = ESplinePointType::Curve;
        SpawningSpline->AddPoint(StartPoint, true);
        SpawningSpline->AddPoint(EndPoint, true);
        SpawnLocation = SpawningSpline->GetWorldLocationAtDistanceAlongSpline(FMath::FRandRange(0.0F, SpawningSpline->Duration));
    What do I need to do to achieve the following:
    1. Give the Spline a curve
    2. Get a SpawnLocation that isn't the Start or End Point, but rather a random location along the curve between the Start and End Point.

    Any help with this would very much be appreciated.
    Last edited by Erdrik; 07-30-2020, 04:36 AM.

    A spline with two points is a line.

    You can make it a curve by adjusting the tangents of each point, or you can add a (third) midpoint with a position at the top of the curve.


      I was able to get a curve by increasing the strength of the tangents.
      (apparently the tangents I was using were too small and it was just that their adjustments to the spline was not noticeable)

      But I still have not found a way to spawn my set of actors randomly along the curve. They all spawn at the start or end point.

      Nevermind, I got them to spawn along the line. I had assumed GetWorldLocationAtDistanceAlongSpline() wanted a percent of the splines length. When I input a raw distance it worked fine.
      Last edited by Erdrik; 07-30-2020, 11:13 AM.