I want to implement a Spline where there is a cube between two points. When I drag the points on both sides, the width of the cube will always be two points. When I press the Alt key to create the third point, a second cube appears with a width of the second and third points. Changes as the point moves in the editor to elongate/shorten.
Similar to pulling city walls in real-time strategy games. I know that everything should be executed in the constructor. In fact, I only need three algorithms, namely Formula and nodes:
How to:
The rotation of the cube is always two points.
The width of the cube is always two points.
The position of the cube is always at two points.
Hello, where can I see the collection of Actor components? I suspect that every time a spline is moved or modified, it will regenerate the same mesh component. In fact, there are countless mesh bodies overlapping between every two points, and the true number of mesh bodies is the number of operations * (Number of Splines -1)
So the true number of components is constantly doubling. Where can I see the array collection of Actor components?