Hey everybody,
Working with UE4.26 at the moment (should also be interesting for all versions with instanced meshes). I try different workflows for level building. I have a nooby question about instanced Meshes and how to get the float value of each mesh in an array.
I want to generate a railing with randomized static mesh instances within a BP.
I would recreate it with a spline after I get this one resolved ![]()
No problem with the same sized mesh:
Generate Array
Randomized Add instance with same sized Mesh (now, old broken, aso.)
It breaks If I want to use meshes with different sizes/lengths for the railing:
TLTR:
-Made an Array with 2 SM (short 100cm, Long 300cm)
-Middle Mesh is Random (Array Item from Stream) Instance Mesh
-BP creates a railing with a gap of 200cm (short) or is clipping in the next mesh instance (long)
-First and Last Mesh can be set by me (optional)
How could I get the Mesh Item for each Loop and change the Y Location accordingly, to make it fit the last random mesh?



