Event at Spline Point?

Hi,

If I have a pawn following a spine path in the shape of a square with 4 spline points, how can I create an event at each point to rotate the pawn 90 degrees?

Thanks for any help.

There might be a “cleaner” way to do this, but you could just put tiny overlap boxes on the 4 spline points where you want the rotation to happen and trigger the event that way.

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We are of the same mind it seems. I ended up setting this up and its pretty much working. However I’ll need to add this setup many times so I was hoping there was a compact way to drop this in a blueprint. Thanks for your response!

Well, I don’t know a lot about all the spline functions, but if there is a way to get individual spline points, maybe you could make an actor with a spline in it that spawns little overlap boxes on itself for you.

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How is it following it? Because if you’re using a timeline, you could implement the events directly there.

it is using a timeline. How would I go about doing this?

Timelines have event tracks:

When you evaluate the TL, the event will trigger:

image

path in the shape of a square

Since it’s a square, it should be trivial to determine when an event should trigger. Also note that besides length, splines also have duration, and TL are time based. Perhaps you could leverage that.


If I have a pawn following a spine path in the shape of a square with 4 spline points, how can I create an event at each point to rotate the pawn 90 degrees?

A better question here is why you’d do that in the first place (do tell, you may have good reason!). If you’re following a spline, rotate the pawn to spline orientation. Characters do it automatically with Orient To Movement.

You did not specify how you’re moving the Pawn but if you’re doing things manually:

This is a mock-up, ofc. Now the Pawn will always follow spline orientation, regardless of how twisty-turny it is.

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@Everynone this is massive help to me. Thank you very much!

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