I am trying to make a road tool and I followed Zak`s video Using Splines & Spline Components | Live Training | Unreal Engine - YouTube. The tool works very well but I cannot find any way to tile the meshes so that the track does not stretch between the spline points. Does anyone know how to do this?
One of the most obvious ways to attack this is to have a variable named Mesh Density which would indicate how the meshes are distributed along the spline. Then, you would divide the total spline length by the mesh density and get the distance between each mesh. Then, you would iterate from 0 to mesh density and multiply the iterator with the quotient of total spline length / mesh density to get the current distance along the spline that you’re at. Then, simply get the location and tangent at spline distance and add the spline mesh.
In blueprint this should look something like this:
Hi there redbox! Thank you for your answer! The road tool that I have made using the tutorial is the same as the Zak`s track generator, with minor modification. The Zak’s track generator does not have any function tile the meshes between the spline points.
Thank you this was very helpful
note for anyone taking a look at this: make sure to also add the “Set Static Mesh” node after the “Add Spline Mesh Component” Node.