Any ETA update on spline upgrades? Roll and width would both be great to have for each spline point by default, also it would be nice to be able to manually set the tangents from blueprint instead of them being calculated.
I would also like to know if will be coming soon? I am trying to make a roller coaster and, as with others, I’m getting the spline twisting when trying to make loops.
Great tutorial , thanks for sharing it.
I was wondering, how you would go about specifying a different start and end mesh in particular setup?
In case if someone still don’t know how to fix gimbal lock, you can use “Set Spline Up Dir” node which was added in 4.7. For example you can “Get Up Vector at Spline Point” and set it to Spline Mesh Component. After that you can rotate any spline point (around gimbal lock) in viewport and you will see that spline mesh up direction will be changed.
i was following your spline blueprint tutorial, is there a way to use many materials on one spline… I am creating a road and I have many materials that i want to put on the spline.
Is it possible to merge splines at runtime? I want to develop an endless runner game where I generate Floor Tiles which the player follows along a spline ( with the ability to doge obstacles left and right), but whenever the player finishes following the spline of one tile (and the tile gets destroyed and a new one gets generated in the front) he cannot walk along the spline of the next floor tile. Is possible to achieve somehow?
Any updates on ? I’m trying to get my spline meshes to rotate with the terrain so they won’t clip into the ground. I tried extending SplineComponent but the indirection on the spline points is mind boggling. Set Start and End Roll on the meshes didn’t seem to do anything. Setting vector up (at least to surface normal) made the whole thing disappear.
I’d really love to be able to solve .
Can someone show more love for spline blueprint? Been tearing hair off trying to do a 360 loop and mobius type of spline road.
Hey everyone, merry Christmas.
Everything that showed is now possible in-engine, except for his excellent visualization, but the old visualization still works fine.
Here’s a blueprint that is basically 's old blueprint, but one is for 4.10. I also left out some nodes that were not strictly necessary to start creating!
And the variables:
Just set Spacing and TangentScale default to 100 to begin with.
If the mesh you’re using seems to be placed strangely, you might need to change the forward vector for the SplineMeshComponent:
- Select the Add Spline Mesh Component node in the blueprint
- In the details panel search for the Forward Axis property and change it to something that works for your mesh
- (Optional) improve the blueprint by making an exposed variable.
I tried but unfortunately it’s not working following the blueprints above:
i wish there was a way to do proper loopings with spline!
and MisterMonday you’ve made my day, thank you very much for scaling and rotation example algorithms
Is the functionality to control spline roll with an editor gizmo possible in the engine yet?
It’s been there since 4.9.2. You need to right click the spline component and turn on the visualization if you want to see it yourself, but roll and scale work even without it.
Wow that’s really hidden! It should be somewhere more obvious like the Spline component properties.
Thank you!
Great tutorial, probably the best spline blueprint I’ve made by following someone’s work. God knows there are like a couple dozen of these out there and they’re all a little broken here or there. I got your works 99%, I’ve compared my work to yours and I can’t tell what I may have done. But when I drag a point too far and stretch a component mesh, it eventually corkscrews. Its a huge deal, but its a limitation I rather not have to consider. Do you have ? Or do you know what I’m doing wrong?
From
To
EDIT:
I just detached the final “Set Start Roll” and “Set End Roll” and most of my corkscrews went away. I don’t think its twisting any more, looked at the wireframe, but I’m not 100% sure. We’ll see as I work with it.
Is it possible to do that ? i need to Attach actor item to stacticmesh to Begin Object "StaticMesh
Impossible
attach static mesh to static mesh by socket in an actor? .unrealengine.com/latest/INT/Engine/Content/Types/StaticMeshes/HowTo/Sockets/
It’s now three years later, and bug fix has apparently still not been integrated into the engine (as I just encountered twisting in 4.21.2).
I saw that there was a marketplace asset released in April of 2018 to fix , so I guess the solution right now is to pay to have it fixed:
And it’s now 1 year later, and still not fixed, still twist on spline mesh when spline reaches 90° or -90° upward. Please epic, use quaternions on your inner engine rotations, I don’t understand them, but it seem to be the solution to all these rotation I keep encountering (camera doing a instant flip when reaching perfect top view, and the splines twisting, and more I guess)