For those who want to make your character walk/run on the roads, put "Set Collision Enabled" node after "Add Spline Mesh Component" and set New Type as "Collision Enabled (Query and Physics)"
Been hopping around Houdini, OSM, UE Landscape tools etc and finally found this! Quick, easy and super useful. Thank you so much for uploading this. I really appreciate this!!!
To add to Yuuri Shinoda's comment about enabling collisions, in the 3rd person demo, you might realize that the character's feet are falling through the mesh. To fix this, select the "Add Spline Mesh Component" node in your construction script, and disable the "Can Character Step Up On" option, and set the collision preset to "BlockAll".
Could you tell us 8:39 what happened here please? How did you connect it seamless like this? Also any way to make it create new spline automatically once mesh length is reached to avoid stretching and inconsistency? thanks
Dude yesterday I was thinking about how to create any road system and if I'd have to create a whole map in blender (which I could never do XD). Well this just takes care of my problem. Thanks!
Bro thank yoouu! this saved me so much, because I'm using a google earth geolocation and its imported as an actor, so I cant use the Landscape spline tool Thank you
Always like your tutorials !!! Was able to attach an NPC to spline for a "controlled path roam" thanks to this video ! Anyway, thanks for all your tutorials, makes my UE understanding and my games better and better every times :D
easy to follow video for the most part, but how could one add script to have a randomized spline spawn on construction or begin play to go from point a to b?
Easy and basic, but if I stretch the spline beyond the length of the mesh, it stretches the mesh also. For instance, the length between each spline point should equal the length of the mesh. Go beyond that, and the mesh gets longer, thus distorting it. Isn't there a way to get the spline to automatically add a new spline point whenever it reaches its full length?
you could set up a max distance (max segment length ) that you get from your input mesh by collecting the bounds of the mesh and using the x or y depending on orientation. you can then either choose to add a point at the last interval and then move your last point to the distance of your segment. You can take it further if you want to, by adding another variable at the start and call it your input road segments or distance and build straight roads automatically.
Hey! great tutorial bro.. 3.7 meters would be the width of a single lane mate, if you are modeling a two lane road, the mesh width should be 7.5 meters.. well, you could always scale it up on unreal though, but since I believe you were trying to model it using real life sizes
This is great but im having problems with seeing or editing the spline in the level. however i can edit it in the vieport of the blueprint, anyone know why this is happenng?
Hello, I'm trying to do this but with a smaller road and smaller car. But I can't seem to get the unreal engine 5 car sample to work by scale .005, it floats in the air instead of moving on the ground. How do I fix this with this car
ive been looking for tutorials about road networks, i have no idea how to even remotely wrap my head around them. having 1 long path is fine ... but what if i want an intersection ... lights or buildings on the side ? i know you can do it with splines but i always get the same tutorials that just show 1 line. i cant afford houdini either so please don't suggest that.
For me the min value , you have at 2, had to be set to how every many points my road is. Else it isn't visible. At 2, i get a spline but no road visible. So have set it to the nr very high. Don;t know why it is different, everything else is the same.
So there's 80+ comments not talking about the most important thing, the texture isn't tiling along the spline how can i achieve that without spamming points on my mesh spline? is there a way to set tiling on a spline segment based on the distance between the 2 points of the segment?
Fantastic tutorial. How would you go about getting an object to ride along several different splines? For instance, lets say the player is in a space ship and they have the choice to fly to planet A, B, or C. Let's say the player clicks 'B', so the space ship knows to then move along spline B down to planet B. The player gets out of the ship, explores planet B for a bit, and then returns to the space ship with the desire to travel to planet C. Now back in the space ship, the player clicks 'C', and the space ship then moves along a spline that travels from planet B to planet C. All of the splines would be interconnected with all of the destinations, so the player could freely pick which one they want to move along, and the ship will travel there. Does that make sense? How would you do something like that, and would you use splines?
You should maybe put invisible collision box around the cars and when they touch that box, it will activate some "stop" action. It's just my opinion :)
So apparently trying to have one mesh between two spline points that are far away from each other (think one long straight road) isn't ideal for this BP. I had my mesh stretch like it was being pulled into a black hole
How would you avoid multiple actors following a path bumping into each other? Any way to leave space without making them travel in a line? A good example of what I'm talking about is a tower defence game.
I am trying to do this in unreal engine 5 but can't seem to find the integer + integer anywhere even with context sensitive turned off :( can anyone help
As I've seen other tutorials like this, to easily create rails, pipes and stuff along the splines, but why would you use is for creating roads? As Unreal Engine has this feature already covered in their landscaping mode, where it even automatically adjusts the landscape if you lower or raise the road.
his material was also stretching from spline to spline. to make it better you'd need to find the bounding box of an object and and have it add a new component every x instead of every spline. alternatively you can. just add a new spline every x manually to solve the problem
For those who want to make your character walk/run on the roads, put "Set Collision Enabled" node after "Add Spline Mesh Component" and set New Type as "Collision Enabled (Query and Physics)"
Thank you! Have a nice week
Thank you!!
OMG you have no idea how much time I spent trying to find this.
@@ThatDamnedGamer1 my car still clips through the mesh
u are the king
Been hopping around Houdini, OSM, UE Landscape tools etc and finally found this! Quick, easy and super useful. Thank you so much for uploading this. I really appreciate this!!!
I have been trying to go this for years! I am very happy, now. Thank you!
To add to Yuuri Shinoda's comment about enabling collisions, in the 3rd person demo, you might realize that the character's feet are falling through the mesh. To fix this, select the "Add Spline Mesh Component" node in your construction script, and disable the "Can Character Step Up On" option, and set the collision preset to "BlockAll".
This was very helpful, thanks!
you saved my day thank you
I was creating some 3d models for city and here you are with a awesome spline road video
I want your mind reading powers now
You explain everything so on point I wish u would make a new gun system tutorial I know I would get it done watchin your vid
Could you tell us 8:39 what happened here please? How did you connect it seamless like this?
Also any way to make it create new spline automatically once mesh length is reached to avoid stretching and inconsistency? thanks
Great guide! Are there any easy way to set points Z value? Sometimes i add points a little above, and cant change the height value directly.
Great Video, I was wondering, if I make a one spline/road and want to split a road off of that spline/road, how do you do that?
Dude yesterday I was thinking about how to create any road system and if I'd have to create a whole map in blender (which I could never do XD). Well this just takes care of my problem. Thanks!
Bro thank yoouu! this saved me so much, because I'm using a google earth geolocation and its imported as an actor, so I cant use the Landscape spline tool
Thank you
Always like your tutorials !!!
Was able to attach an NPC to spline for a "controlled path roam" thanks to this video !
Anyway, thanks for all your tutorials, makes my UE understanding and my games better and better every times :D
Hello, I would like to know if it is possible to make the road interact or be created according to the lanscape?
you can do that in the landscape mode/ spline line section
easy to follow video for the most part, but how could one add script to have a randomized spline spawn on construction or begin play to go from point a to b?
Thank you so musch ! Only video that worked for me :)
Easy and basic, but if I stretch the spline beyond the length of the mesh, it stretches the mesh also. For instance, the length between each spline point should equal the length of the mesh. Go beyond that, and the mesh gets longer, thus distorting it. Isn't there a way to get the spline to automatically add a new spline point whenever it reaches its full length?
Hey did you figure this out ?
you could set up a max distance (max segment length ) that you get from your input mesh by collecting the bounds of the mesh and using the x or y depending on orientation. you can then either choose to add a point at the last interval and then move your last point to the distance of your segment. You can take it further if you want to, by adding another variable at the start and call it your input road segments or distance and build straight roads automatically.
Hi, great tutorial as always, just one question though, works fine but anything above 90 degree turn and the mesh twists, any ideas why ?
got the same thing
Amazing and useful tutorial ! thanks man❤
Cheers Matt, great video 👍
Thanks!
Is there a way you can turn the splines into mesh pieces? Like if you want players to build their own track in game?
Love your tutorials
Hey! great tutorial bro.. 3.7 meters would be the width of a single lane mate, if you are modeling a two lane road, the mesh width should be 7.5 meters.. well, you could always scale it up on unreal though, but since I believe you were trying to model it using real life sizes
Is it possible you can make a system with race positions, like 1st, 3rd, 5th..
This is great but im having problems with seeing or editing the spline in the level. however i can edit it in the vieport of the blueprint, anyone know why this is happenng?
Hi! Can you tell me how to use Blueprints to turn the pivot axis 180 degrees, so that the direction axis of the road would change
Could you show how to add meshes to the spline and be able to control the amount of the mesh on the spline?
Hello, I'm trying to do this but with a smaller road and smaller car. But I can't seem to get the unreal engine 5 car sample to work by scale .005, it floats in the air instead of moving on the ground. How do I fix this with this car
Will this work with an animated scene? Meaning, can I make objects follow the spline and then render them out using Render sequence?
Is it possible to use spline for crossroads?
ive been looking for tutorials about road networks, i have no idea how to even remotely wrap my head around them. having 1 long path is fine ... but what if i want an intersection ... lights or buildings on the side ? i know you can do it with splines but i always get the same tutorials that just show 1 line. i cant afford houdini either so please don't suggest that.
Great tutorial, Could you please show how to rotate car wheel when it move along spline and speed
For me the min value , you have at 2, had to be set to how every many points my road is. Else it isn't visible. At 2, i get a spline but no road visible.
So have set it to the nr very high. Don;t know why it is different, everything else is the same.
Nice and subbed! Good stuff! Real good.
Thanks a lot!
Thank you! but what about collisions? i added a collision to the road mesh but the character keep falling under
Can this road be exported as an FBX and contain the whole road?
How can I connect 2 splines? I already tried with ctrl and click
What about cross sections?
Can you tell how to make ball catching mechanism....by hand
Awesome. Can you use this to mimic a duck going along the surface of a lake?
Awesome!
So there's 80+ comments not talking about the most important thing, the texture isn't tiling along the spline how can i achieve that without spamming points on my mesh spline? is there a way to set tiling on a spline segment based on the distance between the 2 points of the segment?
hi, plz tell me if you found the solution
How would you add multiple actors to one spline?
Spiderman wall climb and web swing bro still waiting for it
Yess
Fantastic tutorial. How would you go about getting an object to ride along several different splines? For instance, lets say the player is in a space ship and they have the choice to fly to planet A, B, or C. Let's say the player clicks 'B', so the space ship knows to then move along spline B down to planet B. The player gets out of the ship, explores planet B for a bit, and then returns to the space ship with the desire to travel to planet C. Now back in the space ship, the player clicks 'C', and the space ship then moves along a spline that travels from planet B to planet C. All of the splines would be interconnected with all of the destinations, so the player could freely pick which one they want to move along, and the ship will travel there. Does that make sense? How would you do something like that, and would you use splines?
You should maybe put invisible collision box around the cars and when they touch that box, it will activate some "stop" action. It's just my opinion :)
So apparently trying to have one mesh between two spline points that are far away from each other (think one long straight road) isn't ideal for this BP. I had my mesh stretch like it was being pulled into a black hole
needed to just add more geo xD
How would you avoid multiple actors following a path bumping into each other? Any way to leave space without making them travel in a line? A good example of what I'm talking about is a tower defence game.
Interesting 🤔
Can someone help: how to in widget, access another widget (get another widget variables) ?
I am trying to do this in unreal engine 5 but can't seem to find the integer + integer anywhere even with context sensitive turned off :( can anyone help
Same issue here...
'Add' node works
Just type a "+" and it will create a "add" note
how do you add collision to the mesh?
Hi Mat,how create the colision in road splines,i created in static mesh and individual is ok but by blueprint dont exist,lost colision.
I believe the collision settings for this are under the "add spline mesh component" node we created
inside the node "add spline mesh component" setup collision to something like blockall
Nice Bro
You can make a animation batman combat
Does any one know how to make the spline end connect to the spline beginning? Not by lining it up but by creating a loop.
There is a property called Closed Loop in the spline
@@rom15555 I'll try it when I get home. Thanks!!
No intersections?
My thing isn't curving
As I've seen other tutorials like this, to easily create rails, pipes and stuff along the splines, but why would you use is for creating roads? As Unreal Engine has this feature already covered in their landscaping mode, where it even automatically adjusts the landscape if you lower or raise the road.
very nice also how are u?
Thanks, and good thank you, how are you?
@@MattAspland Nice! I'm good too
If you created it so quickly on blender why not include that part? So frustrated right now.
hey my material strechting
his material was also stretching from spline to spline. to make it better you'd need to find the bounding box of an object and and have it add a new component every x instead of every spline. alternatively you can. just add a new spline every x manually to solve the problem
is it possible to make à loop ? this video is for A to B not A to A :(
To make a loop you can just do what I did at the end of the video when I created my mesh in the level
How to make phone vibrate
Should have just built the whole road in blender arrayed it down a curve and exported it