I’ve been working on my own pipe/cable-spline system and spent like a week trying to get it working with dynamic spawning (i.e the player could raytrace a point in the world and create the next spline point and the spline would update correctly) but never got it working as i wanted (it would not make the bends between spline points good). Do you have any idea how to make this work?
You can do a line trace (raytrace, whatever)
On hit location spawn this/your class
On second trace get spline component and add point in hit location (Add Local/World Point ).
Set tangents of those points to “Hit normal * 50(or smth like that)”. That would give you nice pipe, that will exit from one place and enter to another smoothly.
I’m working on a new system, that will include my spline-based geometry generation and module generation (like this pipe) in one big and universal system, so those “Update” nodes are a bit different, but idea is the same.
I had a different mesh generation system for 4.8 but when I upgraded to 4.9 it got all messed up. I saw your updated script it working quite well but it hasn’t solved one of the problems I painstakingly worked out… which is how to stop the pipe from creating holes at 90 degree in the spline. Do you plan on investigating that? Or know of a solution? Thanks in advance! Great work!
Hey @buscas31, I had the same problem you did and all I needed to do was shut down the other Unreal tabs I had open. I don’t get why that made a difference, but it did. So, if you’re still having trouble, give that a try.
I am Kind of new in the worl of Unreal. For one of my first more complex Projects I would like to use this pipe System. I was able to create some longer pipes but I couldn’t figure out how to use collisions. Can someone give me a hint ?