How to make a spiral in unreal

Hey guys, I’m looking for a way to make my object move in a spiral, but so far I haven’t found anything, could someone help me?
this is the spiral, but I need the box to follow the spiral and go up

Have a look at Geometry Scripting. Append Spiral Revolve Polygon - Revolves a 2D polygon on a helical path, like one used to create a vertical spiral sounds like a starting point. Haven’t played with it myself yet, so can’t provide code examples, but hope this gets you on the path.

Hey @AndreeMichels

You could try :

  • A Spline
  • A combination of RotatingMovement and Z movement
  • Small trigger boxes on your spirale which add a force to the box to push it upwards

I have a bp code that makes the box move along the spline, but the spiral that I do manually is not perfect, I need something like this, but this video was made in c++, I need it in bp.

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You’ll have to calculate points of a circle for each full turn of your spirale. The number of points depends on your desired segmentation, like 20points per turn, 5 turns, you need 96 points because the last point of one turn is the first point of the next turn. Each coordinate must be calculated by

X=r * cos (phi)
Y=r* sin (phi)

where phi=360/20 and then you would have to add z where z depends on the height of one turn. So Z=Number of current point * height / 20 + height * number of current turn

Then add these points to the spline.

my god, thanks for the explanation but for me you are speaking in greek hahaha

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Hey Guys, is not perfect but Its works.


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I’ve made a cleaner and (hopefully) a bit more understandable version of this as well

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I’m trying to do this with a blueprint that spawns meshes along the spline, but I’m finding that as soon as the construct script runs, the spline is reset to 2 points.

Made short tutor about a good spline spiral:

and a screenshot of it


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A wee share building upon everyone’s suggestions in this thread.

I had a slightly different use-case - I needed a spline where I could specify a height, number of rotations and taper amount, and the BP could dynamically calculate the number of points and their positions.

Result

Spiral splines which can be adjusted by their height, radius, taper amount, number of revolutions, and spline points per revolutions.

Blueprint

^^ the full function, which I plugged directly into the construction script.

^^ the exposed and local variables. A note, the TaperAmount should be a value between 0-1, beyond that it can be a bitty wacky.

Hope this helps anyone else who finds this thread in 2026 or beyond =]