I am currently trying to create a spline blueprint to drag out a chain of lights. Here is my mesh in use, with a blueprint I’ve created after a tutorial:
So far it works as intended, but it’s only a mesh without emitting light sources.
Here is a screenshot of the construction script of my blueprint:
Please note that I’m a complete noob working with blueprints, so to be honest, I maybe understand half of what I did there. I just followed a tutorial.
Now I want to add actual point lights along the same spline, ideally at the exact positions where a light bulb in the mesh is.
I really have no idea how to do that, so I would appreciate if someone here could tell me how to approach this. Please ELI5, because, as I said, I’m a complete noob regarding blueprints in Unreal.
also I want to add: please don’t worry about performance too much here. I know having so many lights isn’t the best thing to do, but It’s only second priority in this case. However at a later point I want to make it switchable in the blueprint, so you have the option to either enable the lights or just use the emissive material.
Thanks a lot!
I think we’re on the right way. I have one more questions though: I’ve added 3 sockets for testing, “LightSourceLocation”, “LightSourceLocation1” & “LightSourceLocation2”
When I add the spline to the scene, so far so good.
But, when I drag out the spline, the lights will remain in their position and also won’t deform or duplicate with each mesh segment:
Here you just need to get the location at distance along spline and plug that into the relative transform of the point light component. I’m using spot light and I added location and rotation offsets as variables.