I’m trying to stop static meshes (and textures) from stretching along my spline. 0
This is having an impact on collisions as well as textures which is hampering gameplay significantly (it’s a downhill longboarding game with very small wheels, so collisions are noticable).
Having researched the forums the answer seems to be to get the length of the static mesh and divide it in to the number of spline points so that a new mesh is generated at the end of the next rather than being stretched to fill the gap.
I’ve tried a few methods but don’t seem to be able to get it to work, please can somebody tell me what I need to change to make this work?
The track never needs to loop.
Original Blueprint: CurrentBlueprintSpline posted by anonymous | blueprintUE | PasteBin For Unreal Engine
Build track element function: BuildTrackElementFunction posted by anonymous | blueprintUE | PasteBin For Unreal Engine