added a mesh to spline, but would like to add a blueprint that includes mesh and data instead of just a mesh… is this possible?
how do you change the material of a spline parts once it’s generated? can’t just drag material onto spline parts
for rendering a pcg spline. is there a way to ‘print’ a spline, so that each individual piece can be edited? i’d like to add a different sound to each block when it get’s hit? (promote to variable sound per block) when i say print, i mean build the spline, and then split the spline into each individual object within … (remove the spline but keep the procedural objects, or preferable blueprints)
Bind whichever event you want or add a custom dispatcher or even do it inside the SMC if you override it: (this last bit is somewhat unintuitive and needs to rely on the components’ Begin Play):
When you generate spline mesh components, they are in no way associated with the spline used to generate them, you can reuse the spline to generate more meshes. Removing the spline does not affect the meshes in any way. However, if you wanted to update the meshes again run-time, you may need the spline again. Depending on what you’re up to, it may not be a bad idea to keep it around.
in FL studio, when doing midi generation, there is an option to Burn to MIDI. instead of being code, it burns the midi to the piano roll.
is there a similar option in spline creation of PCG… to Burn the Actors to the Outline within a folder (from here you could edit the actors individually?
I don’t know what you mean by this. But if you want a spline mesh component that has a graph, its own variables, functions, and can detects hits, overlaps or play sounds, I’ve answerd it above.
If it’s something else, you may need to elaborate.
What you’re doing there makes little sense from the engine’s point of view. Those casts will always fail. A spline mesh component is not an actor, a spline mesh compoment cannot utilise a static mesh component.
If you want each spline segment to have a unique mesh assigned to it, set mesh directly from the SMC. And if you want those SMCs to run script, per spline segment, please refer to my original post.
I sense that you’ve created some actors with static meshes and now expect to use them for deforming spline meshes. If that’s the case, it will not work. See my first post for how to taclke it.
not really sure how to do that, as stated. new to blueprint programming.
i tried a couple things.
i have a blueprint called ‘Block’ , which includes mesh and collision effects. not sure how to pull this up in a spline… as stated (sorry, bigtime noob to unreal engine and blueprint, first month in roughly, just watching youtube videos to learn. ) if you could suggest some good free learning tutorials, i’d be interested in checking them out.
Do you want this mesh to be shaped like the spline. Does it need to be deformed and follow the spline curvature, bend and twist? Or the goal is to simply dot those blocky blocks along a spline. If in doubt, consider attaching a reference image.
so i figured out how to turn a Mesh along the spline, or offset it (kinda like a road, or bridge)
play around with location, and randomly turn them different, or other.
but haven’t figured out how to include a Blueprint as part of the spline?
would like my blocks to have events attached, but don’t want to have to recode each block within the spline
if you could show me how to attach a Blueprint at Distance X along a spline, that would be big help, and think I could figure out the rest from there.
when i say blueprint, i within containing a box, and mesh for collision, and basic collision events.