Hello, is there any way we can expose the Spline Points as a variable in a Blueprint?
There seem to be a unique “Input Key” integer value for every Spline Point. I’m wondering if the Spline Point (Input Key) can be exposed as a variable so the spline can be animated in sequencer.
The engine already has a struct called “Spline Point” that has all the requirements needed to create a spline point, but it can’t be exposed to cinematics, I also tried creating an identical struct but it has the same issue:
The only decent way to expose something to cinematic I was able to find is the following:
Create a variable of type “array of vectors” and expose it to cinematics, show 3D widget is useful to control them from the map
How did you get a single spline after creating the tangents?
My tangents seems to have created a second spline (Image in the previous post). I like how your tangents augment a single spline like your image below.
Thank you, I’m learning. I have a single spline, now.
If you have time, may I ask another question? My “Arrive” and “Leave” tangents seem to be out of alignment with the spline point. That is to say the spline does not follow the tangent. Have I done something wrong.
I would not use 3D widgets on the tangents, because they return values relatives to the center of the actor, it’s a bit tedious but I’d rather tweak them manually from the details panel.
You are welcome, I am always curious and I like learning new things, I wanted to understand why it was not possible to expose a spline to cinematics and I suggested the first idea that popped up in my mind.
Feel free to ask, I’d be happy to help you if I can (I’m literally here everyday, today is my 365th consecutive day on the forum so I’m living it like a birthday )
Have you tried increasing the value to something bigger?
Another approach could be using an array of transforms instead of the vectors and using the rotators and scale to calculate the tangents, but that would require some reasoning!
Yes, making bigger values just pushes the spline further away from the tangent. For some reason the spline is moving in the opposite direction from the tangent.
Do you think there is a way to expose this type of spline set up to the sequencer?
The Spline Points have an “Input Key.” And the Input Key has a unique value to distinguish them from other spine points on the spline. Is there was a way to use these to expose them in sequencer as vector variables?