Changing skeletal mesh changes the follow spline behavior. Why?

@ Shunitzo Thanks. But how would I need to go about that? Like I mentioned, just copying and pasting it didn’t work. I get this error:

I tried directly copying and also using blueprinteu.com. I get this same error. What I was trying is to copy the nodes from the standard sportscar Event Graph, into the Sedan Event Graph, in another project.

I had another thread about it. When I couldn’t manage to do it was when I landed on the migrate the whole car and change the skeletal mesh workflow. After some suggestions on the thread.

Ses this node in the middle? Click it. It will ask you ask what to do. I don’t really remember, but it should say something like adapt code or create similar function.

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Thanks. I will give it a try.

By the way, any ideas why I wouldn’t be able to select my spline under the dropdown menu for active path here:

I have drawn a spline path for another car to follow. But when I try to select the spline it’s not there like it normally is. I only see the level itself:

Normally the actor(spline) is there too and I can select it in the Car details tab. I also can’t use the eyedropper or selection box to just choose or click on it on the viewport etc.

Make sure that variable is set up the same way that the original was.

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Thanks. Then it’s just probably easier to just use the original path, which is migrated with the car and just re-draw the spline, as the spline drawing is not migrated anyways.

By the way, once I click on the car, I always see the camera view of the camera above the car in the corner of the viewport. I mean the camera which follows the car when you hit play. How can I see the car from far away, meaning look at the viewport and not through the camera following the car, specially when it’s playing? Because when I hit play, the car in the camera view follows the spline but the car in the viewport stands still. Thanks again.

You need a camera separate from the car.
But that’s a different topic.
Try finding an answer by yourself, it will feel great, a sense of achievement!
Use keyword, look up tutorials, scroll through UE documentation.
If you’ll get stuck, feel free to ask on the forum.
If you solved your problem with changing skeleton mesh, please mark this thread as solved.

Thanks. I’m aware of adding cameras. I was just wondering if I can just look at the scene, without a camera. Just look at the normal viewport and see the car moving from this angle, without looking through a camera. I did look for this info. But didn’t find it. I find that lots of times this little things are hidden deep into some very large tutorials, meant for something else in UE. So not always easy to find.

For the record, all threads I post on the forums are for things I couldn’t find. For when I’m stuck. The small details are the hardest to find. Also a lot of things I find is for UE4 and in the middle of a 60 min. tutorial I find that it works differently in UE5 and get stuck, and waist the time I had already spent watching the video. So I’m avoiding UE4 tutorials now. It has been a bumpy ride to say the least. :slight_smile: But I’m spending countless hours watching tutorials and researching online. :wink:

By yes, the changing skeleton mesh seems to be working. Just one question. Does the “donor” car need to be a chaos vehicle as well in this case? Since I have to rename the bones and change the wheel class, I think the answer is yes? Or at least it needs to be a rigged vehicle? Initially I thought you could or would be changing only the outter shell of the car. So this would not make a difference, I had thought.

For camera free, press simulation.

Rigged vehicle is good enough.

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Thanks. If you mean choosing the Simulate option in the 3 dots dropdown menu beside the play controls, I had tried that. The car still doesn’t move.

Noted about the rigged vehicle being good enough. In that regarding, this thread is then solved. :slight_smile: Thanks for all the help!

Then, press [ ; ] in game.

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