Hi, I’m having issues with my mesh along spline — it’s experiencing speed variations that I’d like to eliminate. How can I fix this?
@ClockworkOcean can you help me
Is there an actor for each section, and each section has it’s own timeline? ( so like, 150 actors )
If that’s the case, its probably the issue.
Yes, you’re right — it’s a modular conveyor belt, each “segment” is a spawned blueprint, and I’d like to make it move in a linear way.
Right, it looks like they all need to be components in a single BP run by one timeline.
I think your problem is that it becomes obvious that the timelines are being run one at a time…
If you get stuck, just say.
Yeah, I do need some help — I couldn’t turn it into a single BP because there are too many modules.
Will try and come back a bit later today…
This puts the components ( after you choose how many ) at the correct transforms
( the mesh on the ‘add static mesh component’ node is set to your module mesh )
And
The TL is auto play and loop
It’s actually a fake, they all just move to the next location, and then start again.
The only thing of note is, your mesh needs it’s pivot in the middle ( in all directions ), facing the correct way.
PS: It doesn’t need to be a closed loop.
Did you get it working?..
This looks good, I still need to test it. Sorry for the delayed response — I’ve been caught up in another project. But there’s still a small detail that makes me curious about why this is happening. If you keep looking at that point, can you see how at a certain moment the space between the meshes decreases and increases? Why does this seem to happen in Unreal?
That’s just the GIF ( shadows crossing each other ), in ‘real life’ it’s fine
Look this video
It’s like Unreal is trying to compensate for the spline curves — it’s really strange.
Right, but what is that? Is that still a different timeline for each object?
No, I did exactly as you did, but when I get to the curve, it seems to change the spacing, I really don’t understand why this happens. I did exactly as you did.
Ok, but it’s much less noticeable…
Is the pivot point of the mesh exactly in the center ( lengthwise and across )?
yes, it is exactly in the center, I used the pivot tool plugin to be sure, but I did other tests too, maybe it is more noticeable due to the amount of meshes I have and the speed
Can you load an FBX of it here, perhaps?
of course, here it is
GomoV2.FBX (608.6 KB)