Hi! I want to create an endless tiling system with splines, but I can’t figure out how to connect the end spline from the first array element to the start spline from the second, and that 10 times.
Tile Actor
GameMode
What can i do?
Hi! I want to create an endless tiling system with splines, but I can’t figure out how to connect the end spline from the first array element to the start spline from the second, and that 10 times.
Tile Actor
GameMode
What can i do?
Thanks, but that’s not what I want, I just want to connect an existing spline from one actor to another. The end spline from first actor to the start spline from the second, and this for 10 times.
I don’t want to create actors along a spline
i don’t get much of the idea.do you mind if you draw a picture showing what they look at the end they connecting together…
Do they must have 2 splines?because I think we could achieve the connection with only one spline…
Why? It’s like assigning an actor variable to another. Think as if an actor has 2 variables and you want to set the first variable from the second actor to the second from the first actor.
I know it’s possible but I don’t know exactly how to arrange the nodes. I think it’s something related to the ‘for each loop’. some scheme
I know,I mean the spline already had a start point and end point.now you have two spline component in one actor.there’s a node called ’set spline point to location’.we can use it to set end point to another actor directly.
ok, but let’s think only about the variables, let’s exclude the spleens. If I have an actor with two actor variables named start_var and end_var, how can I set the end_var variable from the first actor to the start_var from the second actor following my schema?
You do not even need to do it:
Store the 2nd spline’s end point location here after spawning; when you spawn another actor feed it the location so it can set the 1st spline’s point using that vector.
I made a mistake, there will be no splines, there will be an actor that contains a spline (BP_Spline) and an actor (BP_Tile) that will contain BP_Spline_01 and 02. But we exclude that, we only think about variables… So I only need to know how to set End_SplineVar from BP_Tile_01 with Start_SplineVar from BP_Tile_02 and so on, 10 times. Both variables are of actor type.
BP_Tile
GameMode
Expose a variable on spawn of whatever type you desire and feed it to the actor as you spawn it.
I know that, what I don’t know is how to translate it into blueprints:))
Instance Editable
and Expose on Spawn
Spawn Actor from Class
nodei suggest don’t stick on communacating with two actors.that makes things more complicated ,because we have to figure out how to deal with the first spawned and last spawned actor.they can only connect to 1 single actor. if we use only one single spline,that way we can only consider connecting to last actor,or next actor.
is this similar to it?here every actor has a spline component connecting to another one.
NextActor (end_var) is the same as Self (start_var) in the newly spawned actor:
The chain can be navigated like this from any of the actors:
The cast in the start search is in case the first node is owned by another class (player, actor in level, etc).
So. To be more specific. I have a cart with logic that allows it to transfer from one spline to another.
BP_Rail:
Here the important variable is Forward_M.
BP_Cart:
The BP_Cart needs BP_Rail reference to function and transfer rails/splines.
BP_Tile:
Here are two child actors with BP_Rail as children.
GameMode:
How can i do no matter what number the Tile_Index will be, BP_Cart will always transfer to the next BP_Tile and so on. So, how should i do this?
This part I feel is the problem and I can’t do it at all…
Thanks to those who tried to help me. I hope I gave a lot of details this time.
IMO might be easier to use the spline length to know when to spawn: