What are your thoughts on having features that mess with these splines at runtime as a game mechanic? In your examples maybe the player needs to build pipes or add fences. Do you think this is a good approach to something like that?
@@addisonjacoby honestly this could be a good idea. You would need to make some changes like maybe clamping some of the values so the player couldn’t break it too much but if you get that right I think it could be a good feature. ☺️
Thank you for this tutorial! I am a beginner and unfortunately in my case this method did not work (if there is a method for it at all, because my basic mesh was a slightly more complicated geometry, about 3k faces (a fragment of a palisade with protruding piles, pegs, etc.) and unfortunately in this case what was generated was very very distorted.
Hey thanks for commenting, I'm sorry this method did not work for you case, but if its possible to share your model or something similar, ill see if I can adapt this system to work.
Great Video! I had some trouble at the end, it all works, but my spline is only updating and adding in my static mesh in the level when I save/compile the spline BluePrint. I tried watching the video acouple times to see if I'm missing something, but my blueprint is identical to yours, is there a something I could be overlooking?
@@StevenOrmerwood Just wanted to let you know it fixed itself, I think it was something on my end that fixed after an update, my apologies. I'll delete the comment chain later and repost a better comment, so it doesn't deter people from using your method.
thank you. after i did all that, i went and drag my pipe out to the scene and saw no tangent or spline on my pipe. i went back in to see the components and saw only Viewport and Event Graph, my Construction Screen is gone. I did compile and save everything in Construction Screen. what happened? please help
@@apollogt5506 hey thanks for commenting, hopefully this can be a simple fix. if you look on the left hand side under the functions heading you should see a function called “construction script” double click on this ☺️
@@StevenOrmerwood thanks so much! you're awesome. Now i got it on my screen but i cannot click on the tangents or any of those dots. when i moved the cursor over one, it did change, but as i clicked down and dragged it just rotated the view instead of letting me drag those tangent to modify anything. so strange.
@@apollogt5506 hmm that is strange, when you click on one of those dots attempt to press “E” key for rotate mode, it should allow you to rotate the splines and the tangents will become visible, hopefully 😅
@@apollogt5506 for this, we use the “add spline mesh component” node, once you have added that node you select the node and in the details panel you should an option for “static mesh”, this is the list you can select your simple cylinder handrail. Just be aware this list will only show you static meshes, so if somehow your mesh is not static and could be skeletal mesh, you will not see it within your list. To check you mesh type is a static mesh, find it within your content browser and simply hover your mouse over it and it should display a little preview window and will say the mesh type, hopefully “static”. I think I cover adding the stick mesh from the list around 11:00 in the video, have another look and this should confirm my message ☺️
I have a burning question! If i would need to set the scale parameter for the mesh is there an easy way to add that option to the BP? I found out that obviously feeding bigger mesh works but requires to ofc... adding a bigger mesh to the mesh section. And i was also trying to add a relative scale to the BP but had problems with this solution because either mesh didn't scaled proportionally or the spline was also being scaled and it wasn't possible to control the mesh flow with it accurately. pls help, ty!
For anyone looking for the same answer, you just have to expose relative transform for spline mesh component. This will give you the ability to scale the mesh but you need to remember to scale the spline as well only then it will be going the same way the mesh goes.
Thank you❤🔥
@@chepchelinka7200 Your welcome, thanks for commenting 🙃
What are your thoughts on having features that mess with these splines at runtime as a game mechanic? In your examples maybe the player needs to build pipes or add fences. Do you think this is a good approach to something like that?
@@addisonjacoby honestly this could be a good idea. You would need to make some changes like maybe clamping some of the values so the player couldn’t break it too much but if you get that right I think it could be a good feature. ☺️
@@StevenOrmerwood Awesome thanks for the input!
Thank you for this tutorial! I am a beginner and unfortunately in my case this method did not work (if there is a method for it at all, because my basic mesh was a slightly more complicated geometry, about 3k faces (a fragment of a palisade with protruding piles, pegs, etc.) and unfortunately in this case what was generated was very very distorted.
Hey thanks for commenting, I'm sorry this method did not work for you case, but if its possible to share your model or something similar, ill see if I can adapt this system to work.
@@StevenOrmerwood Hey, sure. I sent a link to the file by email :)
@@Korczys Hey! i have sent you a reply :)
@@StevenOrmerwood
Thank you for looking into this! I managed to improve the result by concentrating the points in the spline :)
Great Video! I had some trouble at the end, it all works, but my spline is only updating and adding in my static mesh in the level when I save/compile the spline BluePrint. I tried watching the video acouple times to see if I'm missing something, but my blueprint is identical to yours, is there a something I could be overlooking?
hey thanks for commenting and loving the luffy avatar. this blueprint is defiantly inside of your construction script?
@@StevenOrmerwood Ya it is, I think my construction script isn't running until I save for some reason.
@@silentasagrenade3801 okay I’ll have a look into some reasons why that might be doing that
@@StevenOrmerwood Just wanted to let you know it fixed itself, I think it was something on my end that fixed after an update, my apologies. I'll delete the comment chain later and repost a better comment, so it doesn't deter people from using your method.
@@silentasagrenade3801 no it’s okay, I’m just glad you could fix it :) ☺️
thank you. after i did all that, i went and drag my pipe out to the scene and saw no tangent or spline on my pipe. i went back in to see the components and saw only Viewport and Event Graph, my Construction Screen is gone. I did compile and save everything in Construction Screen. what happened? please help
@@apollogt5506 hey thanks for commenting, hopefully this can be a simple fix.
if you look on the left hand side under the functions heading you should see a function called “construction script” double click on this ☺️
imgur.com/a/NH4Zm9w
@@StevenOrmerwood thanks so much! you're awesome. Now i got it on my screen but i cannot click on the tangents or any of those dots. when i moved the cursor over one, it did change, but as i clicked down and dragged it just rotated the view instead of letting me drag those tangent to modify anything. so strange.
@@apollogt5506 hmm that is strange, when you click on one of those dots attempt to press “E” key for rotate mode, it should allow you to rotate the splines and the tangents will become visible, hopefully 😅
@@apollogt5506 for this, we use the “add spline mesh component” node, once you have added that node you select the node and in the details panel you should an option for “static mesh”, this is the list you can select your simple cylinder handrail.
Just be aware this list will only show you static meshes, so if somehow your mesh is not static and could be skeletal mesh, you will not see it within your list. To check you mesh type is a static mesh, find it within your content browser and simply hover your mouse over it and it should display a little preview window and will say the mesh type, hopefully “static”.
I think I cover adding the stick mesh from the list around 11:00 in the video, have another look and this should confirm my message ☺️
I have a burning question! If i would need to set the scale parameter for the mesh is there an easy way to add that option to the BP? I found out that obviously feeding bigger mesh works but requires to ofc... adding a bigger mesh to the mesh section. And i was also trying to add a relative scale to the BP but had problems with this solution because either mesh didn't scaled proportionally or the spline was also being scaled and it wasn't possible to control the mesh flow with it accurately. pls help, ty!
For anyone looking for the same answer, you just have to expose relative transform for spline mesh component. This will give you the ability to scale the mesh but you need to remember to scale the spline as well only then it will be going the same way the mesh goes.