create constraint for vertex of spline in Blue print

hi guys , i made a procedural pipe with spline in blue print and i can copy the spline vertices and extend the pipe.
now i want cnnect the first and last vertex of spline be connected to an object so i can animate them . is that possible?

Does anyone have a solution?

Animating means moving and calculating all spline points again and adjusting their tangents. Then, rather than creating brand new Spline Mesh Components, you’d read spline point data and apply it to the existing SMCs. You’re already doing some of the above in the Construction Script, most likely. You need utilise almost the same method (bar spawning new SMCs) during the animation.


In short: one must re-jiggle the entire thing for every frame of the animation if the animation is to be procedural.

how i must to do that , do you know a tutorial for more help? or any blueprint template?

this is the blueprint which i made.

  • the animation (you never clarified what that is) would move the spline points
  • Construction Script (above) should also add the SMCs to an array so you access them later
  • during animation, instead of adding new SMC, the loop Gets an SMC at index

Sorry man , im new in unreal engine , what is smc ?

Can u send me an image of blue print?

Thanks alot , am i able to connect the first vertex of spline to any object in the scene ( not in blueprint)?

No, as mentioned in the initial post - you must manually update transforms of all spline points and update the Start / End positions & tangents of the SMCs. You need to script the whole thing.


Another option is to use physics and something like a Physics Control component - but that’s a much more convoluted setup. But it looks nice and realistic.

Thanks alot