When I try to add point at index, it only accepts an integer?? I want to add several points to an existing spline inbetween other existing points. Is this possible?
Thanks, great explanation and images, I figured it was like an array, I should have looked up how UE handles adding indexes to an array. Although, I think I am going to have a headache trying to do what I want…
I am trying to create a spine mesh using a spline, but say my original spline only has 3 points, I calculated the number of spline meshes I want along the 3 point spline by:
If (SplineLength / MeshLength) < (MeshLength*1.5) then SplineMeshCount = truncate(SplineLength / MeshLength)
else
SplineMeshCount = truncate(SplineLength / MeshLength) + 1
SplineMeshLength = (SplineLength / SplineMeshCount)
I then, want to add points at every position along the original 3 point spline according to SplineMeshLength (I copied the original spline to create a “working spline” to add the points to so I could keep original spline in tact) and then remove any original points if they do not happen to fall at a correct position.
The problem I run into now, is that every time I add a point, the index of the original points is going to change. And I cannot remove the points until the end of adding all the points in order to keep the original shape of the spline (I’m hoping this would work anyways)
I realize I could, and will probably have to, write some convoluted script to track my original points ad increase each points index if they come after the point being added, Then add 1 to the index of each point being added for each original point passed? Is my thinking on track here?
Thanks again for your great answer.
This is all in Blueprints and C++ is not an option, this is a blueprint only project.


