So I wanna know is it possible to create a Mesh Shape from the Spline tool? I’ve seen this being done only and ONLY once in a video but literally nobody has something on this.
I ask this because I thought it’d be cool to try out an idea, or more basically, a theory:
I want to make Sidewalks for my game. an easy thing if you just put in the mesh or Spline of Sidewalk meshes. However, looking at a real life map, the blocks where Sidewalks are made are Asymmetrical or no equilateral shapes. I did make an actor that spawns Sidewalks but it’s just for that one square shape, so it’s just repetitive. It’s simple, but not quite effective.
I could just put the Buildings to block that, but I want the city block to be able to be seen from the top view.
Also While I was able to get what I sort of wanted, the points on the Spline are red now, and when I move one of the points the segment separates itself from the rest of the Spline, rather than how you’d normally see the Spline move.
You can see how a segment of the spline splits from the rest for the one on the right.
I only toggled the Closed Loop box in the Details panel and I think toggling it off gave me this result. Can anyone test this out to see if that what causes this?
So Bottom Line:
Can I Use the Spline Tool to create shapes that can be made into a mesh?
What do I do about the empty space within the Closed Spline Loop?
How do I fix that red dots issue with my current Spline setup?
If you’re trying to fill in the space inside your spline.
This is something I am working on currently, however I want my player generating the spline in real time, then once they overlap the spline it creates the closed loop and generates an effect inside the shape drawn. Is proving to be a nice little challenge for someone new to UE4
For anyone that might come across this now, as of 5.2 Unreal has a built in feature called “Procedural Content Generator” or PCG for short. This makes generating and populating the internal area of splines very quick and simple.
Is there a way to dynamically mark an actor as “within this volume” with this approach though? With a simple cube volume it would just be overlap and end overlap, is that still possible?
You will need to create a new BP Class inheriting from Generated Dynamic Mesh Actor.
Then call / override the Rebuild Generated Mesh event.
Alternatively, you can do it on a Dynamic Mesh Component as well, just Get Dynamic Mesh from it and follow the same logic as above.
In the meantime, I wish someone could explain why do we need to map newly created Mesh Vertices back to Spline/PolyPath Vertices (otherwise it’s just a flat plane within the Spline boundaries).
Shouldn’t that happen automatically upon Polygon creation?