Help with spline

Hi,

So i am testing with spline, and i cant seem to get it to work correctly.
What i am trying to do is make a spline mesh along a location of an array, i know how to set the spline location but i can’t seem to get the rotation right. Its a simple spline without any curve so its linear

If you take a look at the picture, you can see orange point wich are where my spline points will go, and the red line is the mesh it self

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No need to set rotation, at least not for this. Also, no red line.

This should be enough:

image

What end result are you seeing on your end, what’s not right about it? Normally you’d read a tangent (and location) off the spline and apply it to the mesh:

The 2 bottom nodes would give you more control, for when you need something more uncanny.

This happens when using the methods. In the 2nd image, you can see the green circle where the mesh is collidion as well as missing the left corner at image 1


Sorry for the bad art haha, but…
The red cricles are the pints location and the green is the mesh that gets created. Now if you take a close look at the image, you can see how the mesh gets creates based on the spline points and locations. I want to archive that but not sure how. I’ve even tried wathcing videos on yt about the spline system but can’t seem to undestand…

You want to use 4 points but in the example with the meshes there seem to be 3 only. Could you show how you’re applying spline data to those spline mesh components?

Oh yea sorry about that, i was explaining on what i was trying to archive but same goes for 3 or 4 points :slight_smile:

I might be doing something completely wrong, please let me know.
Here is the code. When using the +1 for next index is even giving me a wierd mesh form. Let me know if you want a picture for that as well

If this is the desired result, it can be simplified to:

Yes, but what am my doing wrong? i dont get the same result?


Did you fiddle with the rotation of spline points? Looks like the points are twisted.

No points are twisted, even tried to make a new sample project but same result.
Any chance that you might send over the UE Project? :slight_smile:

sure, but you’ll be disappointed, me thinks:

hope it’s the right file this time round ;p

Mhh yea you right haha, it didn’t worked as expected.

New question then or atleast a follow up. Is there a way to make so the spline draws the path from point to point, so lets say i have a mesh from point 0 to 1 and if i have 2 to 3 those to (2 and 3) wouldn’t effect the mesh in 0 and 1

With other word, to draw the path from point to point and make it work with a rotation max 90 Degree so it doesn’t clip over the mesh

Sounds like you’d want to create a procedural mesh for this.

We’ve achieved this. Wasn’t this the goal?

The goal is that, but as mentioned above there was some few things along the way to make the spline like i wanted it to be, but that still doesn’t heppen with the current bp.

I was hopeing to avoid procedural mesh, i though maybe spline could do the job?

The goal is that, but as mentioned above there was some few things along the way to make the spline like i wanted it to be, but that still doesn’t heppen with the current bp.

It’s somewhat hard to understand what you need and what is not working. Perhaps this might help: