In this tutorial from an Unreal Engine Tips and Tricks video, we’ll describe methods for quickly populating a lot of meshes along a spline in a performant way. The transcript follows with images excerpted from the video.
https://dev.epicgames.com/community/learning/tutorials/39/populating-meshes-along-a-spline-with-blueprints
this is good tutorial on create mesh along spline, want to learn this for so long
Good evening,
First thanks for tutorial it helped me a ton with placing large amounts of objects.
I have a question to this tutorial:
Instead of having only a specific race track where the player can drive, I have a ground where the street is placed on top, where I use the given blueprint to spawn cones to mark the boundaries for the track.
To make it more believable I would like them to have physics. For example, if the player’s car drives into them they get flung away (so they need gravity, physical interaction and mass).
I managed to do this for an instanced object of the given mesh, but not the ones from the blueprint.
How would I need to modify it to achieve this?
I have not tried a “swap” implementation on this Spline BP myself, but in theory you could try to hide & disable collision on the SplineBP Mesh Instance(s) hit, then spawn the Actors with physics etc at the location of each hidden SplineBP Mesh Instance & apply appropriate impulse!