Hey there, I’ve been implementing a traversal system and was thinking about how to handle splines and their representation in the world. Correct me if I’m wrong, but it isn’t possible to query a collision directly against a spline, so I have to use a “parent” physical object that will let me look for a spline on the hit actor.
However, I would like to decouple the connections between the traversable object and the ledge itself. I’ve been thinking about a possible solution in which you would use the editor to place special splines into the level, but then export them into a different representation. Would it be possible to use splines only for the cooking process, store this information in a standalone system, and then get rid of these splines (or actors) altogether?
The system itself would handle the storage and capsule-tracing against these splines. Most likely, storing only the ledge coordinates (with some simple condition for traversal) in a grid that would be loaded based on the world partition.
I’m still in a brainstorming stage and thinking about how to handle this kind of interaction with splines. What do you think about this approach? Would it have any performance/memory advantage over splines with their box colliders living in the world? Is it even worth it, or would there be a better way to handle searching for static ledges?