Spline tool question

Hi Unreal Community,

I am new to the spline mesh creations and was following the tutorial of generating spline mesh with instance static meshes. It is working what I was hoping for but I am digging deeper to achieve more possible experiences. Below is the tutorial where I learned and set up the basics, and how far I have gotten.


I do wish to achieve a few more things with alterations if possible, hopefully anyone who could give me some hint and helps for that. Even it is impossible, still like to hear so I can change my plans.

  1. I would like to know if there is a way to generate different kinds of mesh with certain conditions in spline. In my case, altering the length of the fence depending on maybe its rotation angles or other factors (I know I could randomly generate, but I wish I can have a successful set up in for loop).
  2. Adding up from my thought in previous question, I am wondering if I can create a blueprint functions that can successfully assess my end point so I could always change my spacings for each fence - when the spline decides to use a longer fence, the end point and the fence distance can also be updated within the loop and continuing on to the next one. My current issue below is happening because I couldn’t update the difference.
  3. And lastly, a technical question to know if there is a way to set up the distance spacing within the loop, and maintain the ability to not generate the new mesh at the end of the spline point if it is not long enough.

I am overall new to this, and there are a lot of concerns and questions that would like to hear from more experienced guys living in the forum. If someone could help or want me to explain better with my concern, happy to do so and I am very looking forward with the inspirations.

Thank you,

Sincerely.

Hey nice, the things you said all can be done actually when you are writing the question you are also giving a hint to your answers.

1- Can I diffeerent meshes on some conditions. Yes but what are your conditions? thats your answer. So when you put a point you can check conditions like , singletrace to ground check ground angle? Ground material? Check if there is enough space to fit in the required object? So basically depending on your need, you need a function for that point in your spline. FunctionToCheckGroundDistance then do rest as an example.

2- You can just access the spline points and get last item at array. Calculate distance between the end and start point and divide with density… 10/2 = 5 fences and you can run a function on top of it : Get point along spline at distance forloop (5) = 10/2 * i

3- Yes. Basically you have to check if your mesh bounds is lower than new point

Generally these things you said is not built in features in spline mesh you have to build your own depending on your needs but you can do alot of things with it.

Here is an example of my loot spline from my game that is a prototype blueprint atm.


Basically creates me spline of lootable things or meshes in your case depending there is a space enough and density defined by me. Saves a lot of time ofcourse.

also a similar logic tutorial

thanks for your reply and input!

I am looking into this and see how it turns out :grinning_face:

Glad it helped, the node you will look for to calculate dimensions of your default mesh is below

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