Looking for a more advanced mesh spline.

Hi, I’m attempting to expand a static mesh pack I built by using splines. However, due to the way splines work in both UT and the UE4.8 content examples, I’m unable to use them effectively.

Example:

https://dl.dropboxusercontent.com/u/1997866/PublicForForumsWebsitesDONOTDELETE/misc_pics/2015-08-11%2001_22_00-ContentExamples%20-%20Unreal%20Editor.jpg

As you can see, these pipes are not very round. I need to be able to make perfectly circular/round pipes using splines. These were made using the blueprint splines content examples project in 4.8.

Here are examples of what I’m trying to do:

https://dl.dropboxusercontent.com/u/1997866/PublicForForumsWebsitesDONOTDELETE/misc_pics/stairs_splines.jpg

https://dl.dropboxusercontent.com/u/1997866/PublicForForumsWebsitesDONOTDELETE/misc_pics/stairs_splines_wireframe.jpg

As you can see, the spline doesn’t do a very good job making this mesh look round. This doesn’t get a passing grade, personally speaking. :stuck_out_tongue: I tried this with a variety of different pivot points, each with unacceptable results.

Here’s a picture of what it looks like when I apply a bend deformer in Autodesk Maya - as you can see, the result is much better.

https://dl.dropboxusercontent.com/u/1997866/PublicForForumsWebsitesDONOTDELETE/misc_pics/stairs_maya_bend_deform_result.jpg

Any help here would be appreciated! :slight_smile:

Thanks,

You’ll probably just need to adjust the tangents, you can get a result such as this:

That’s provided you are editing the spline in the level, and not generating the shape in blueprints. 4.8 is limited if you want to adjust tangents procedurally in blueprints, but 4.9 has a lot more control over it