works amazingly thank you! for anyone in the future, unreal engine 5 changed the "integer + integer" & "integer - integer" nodes to "Add" & "Subtract" respectively
I spent five hours with busted-ass spline curves trying to figure out why they weren't working and this video solved my problem, so thank you for doing this, it's still applicable even with UE5!
Thanks so much for this. Watched several tutorials that all basically use the same method, but you added a few simple fixes that make all the difference. Great stuff!
If you want to fix the tube artefact at the end, you need to create a variable with your „Get Actor Scale 3D“ (the same X, as you already used), and place into „Clamp Vector Size“ as a Max input Thanks! Very useful! You are a good teacher I did it correctly and understood how I did it at the same time 🙂
I was hoping to use it for pipe but it's more adapted to cables. It's missing 2 things though. How to deal with twists when doing perfect 90 angles and how to have the last tangent not being influenced by the previous one. It's super fiddly to to right angles with the method explained here
Is there any way to shrink or stretch the mesh in the section length part of the video? My mesh is a brick tile, so its tiling is not linked to its bounding box. It's a bit offset. Would love to know if that is possibl
I know this video was a long time ago, I hope you still look here! I am having an issue where my mesh is squished to like 1/4 of its size along the spline (Each Segment) So there is a huge gap between each mesh. I cannot figure out why. The only thing I can think because I am using UE5 it doesnt like something. Pls help if at all possible, Your tutorial is by far the best one on this subject I have seen!
Question: I made my pipes and the bracket ends for pipes separately so they would be modular. How would I go about doing this if my models were two separate pieces for the spline?
I made a Spline mesh with a curb for easy sidewalk creation. I decrement the truncate to avoid half meshes and also allowed the spline length to scale accordingly. As long as I keep the Actor on scale 1.0, it is fine and the splined mesh looks great. However if I scale it up, the individual segments will get squashed towards the start and the end. This is also visible in your example at the very end. The flanges scale up and down. Any solutions?
Excellent tutorial but I can't seem to use the Blueprint on Splines longer than 1metres, I tried editing the Section length variable from 100 to 300, but for some reason the mesh remains at 100cm aka 1m.
Ryan I'm debating with my Tech guy why didn't you use the Section Length Variable in the multiplication tab towards the end of your tutorial- as opposed to manually entering the mesh length at 100? Appreciate your reply.
Is there a way to prevent the splines in unreal from pinching when making a loop? I swear to god, i've wasted tons of hours trying to do this and it seems like there is simply no vanilla way to do this and it requires plugins to fix a problem with the way curves are calculated in unreal. I simply refuse to believe that in over 20 years they havent been able to figure out how to properly implement splines.
this is great! thank you sir! although I have to say that my tanget still scales when I move it, even when I'm clamping in in 4.22 actually it does work, it does scale until I have the next index spawned, then the scale doesn't stretch anymore
Why is it this works with Add Spline Mesh Component, but when I have a Spline Mesh Component already in the class, it shows up in a weird location? I even detached it and reset its world transforms to zero. Edit: Ah because it's only making the first segment. I need multiple spline mesh components to draw a full arc.
Hi, This is an awsome video which put me in the track on drawing spline meshes. But there is a one question on me. I just want to draw spline meshes on the given points and i have built the points to the blueprint through a csv and how can i ignore this spline length variables and built on the points I am inserted
Man I just want to know how to use a guitar strap asset why does this all have to be rocket science. Always great videos. I learn a lot too much sometimes. lol
i watched your tutorial up and down, im not sure where im running in the wrong direction. i built your construction script, have an other spline in my BP that i use to create a path. on this path i put procedural generated spline points (it works) but for some reason the construction script gets not updated when im simulation or in game mode? works fine if i pull out the spline that is referenced in the construction script :( i want to have moving tentacles :
Hi guy, really nice tutorial, but I have problem, i did spline with section length, spline work perfeclty. I have 10 meshes in my scene and my spline, and i have 400 object to build, like if my spline was dupplicate my pipe and superposing it, then im laggy hard ... Think it is coming of section length but dunno at all...
very cool tutorial. I wanna run something by you and anyone else. I've been having this situation where I created a hollow pipe which then I use as a spline and it works and looks as it should but then I take that pipe and cut it in half to create a half pipe(like for skaters) and all of the sudden I can't use that half pipe. Any ideas?
Is it possible to make a bool that will flip where the segments spawn (spline start point/spline end point)? What I mean is I want to make dynamic robotic arm (think Doctor Octopus from Spiderman) using splines but I want to make them retract and extend and I want to hide start and thus the spawning of new segments on the beginning of spline and not the end. I think that'd be pretty cool.
Hi man thank you grate tutorial . i was wondering if you can mace tutorial expanding on this system by exposing the mesh component in inspector so we can drag and drop other meshes and auto detect the length of the mesh for the correct placement how you have don it but hard cod it thank you again for the grate tutorial cheers
Hi everyone, I'm going to be doing a video soon answering anyone's questions about studying games development. Coming into Summer some people who are in school will begin to start thinking about the future courses and are maybe interested in getting into games development by studying a course. Well, I am going to be answering aall your questions about choosing the right course and things to look for in choosing a games course. If you have a question you would like to see answered in the video either leave a comment below or message me directly in private. Ryan
Have done this and it's working- but, whenever I use the Spline Point Handles (Curves Spline Points) it seems to scale the Mesh itself along the X Axis (Forwards). This sort of negates the point of creating it so it makes the Mesh sections even? Can anyone help me with this please? Also seems to be doing it if the Spline Points are too close together or the bend is too strong?
Hey Ryan , thanks for the video , it's really great and gave me what i need except one thing , how to do this while playing so i want the character to press a button and the mesh would expand to a certain point so i tried the same thing and when i press the button i change the X Scale using a timeline to make it expand smoothly and worked really well but what i want is to give the spline a point and make the spline expand to it like when we hold the last spline point and move it so the spline mesh expand with i want to do it in real time by moving the spline point not the actor scale
Ryan Laley, Love your videos you go in depth better than anyone else I have watched so far! On the pipe Splines, could you not use 2 meshes, one a coller and one just a straight pipe and as you drag the pipe have it add a coller say every 200 in length and avoid the stretching all together?? C--------C--------C---------C lol
on point what i needed! Is it possible to randomize the mesh selection? like i hvae 5 pipes of same length with some diffrent details and want to fill the spline randomly with those 5 varioations?!^^
You should be able to keep an array of static meshes that you can choose from on your script, then get a random integer to randomly select an index from that array, then you can use the "Set Static Mesh" function on the Spline Mesh Component to set the mesh to the randomly selected one.
Hey Ryan, could you upload the pipe blueprint? I am encountering errors with the pipe not following the spline and I've checked the blueprint many times and just can't see whats wrong.
So how can I add spacing between the meshes and keep them the size they need too be? I’m trying to make a line or bottles and I need an equal gap between each one
Is there a way to snap the spline meshes at their set size? This would be great for level construction where you need to repeat a same mesh over a distance but do not necessarily want to copy paste and snap them manually.
ua-cam.com/video/Lh_h5FzcM1Y/v-deo.html 20:30-32:25 is what you're after. Not spline related, but a handy BP tool nonetheless. It basically offsets your meshes by a set amount and you can control both that, as well as how many to spawn. Pretty sure you've solved your issue by now though.
I'm trying to do the opposite of what you do at the end. So instead of having a consistent spacing between the splines I want to have a single pipe mesh, that uses all of the spline points to scale. Is this possible? Cheers
@pdcsky I would do it like this: Split the mesh in two parts, one thicker part that represent the end/start of the pipe and one thinner that is the pipe it self. Then you simply put that mesh on the first index and the last index. Mesh1: [] Mesh2: == []===============================================[] It will work with both ways he showed BUT, if you are gonna use a texture and not solid color i would go with the 2nd example. Why? If you stretch the mesh you will also stretch the texture and it might look a bit ugly. Not actually tried it but it should work.
Doesn't appear to work in 4.25. Mesh does not follow spline when moving points Edit: Nevermind, make sure to connect the "Set Forward Axis" to the "Set Start and End"
Thank you for this. I am struggling to understand and connect everything from Unreal in relation to Blender, Like "Splines vs Curves". In Blender, a curve can be converted into a mesh. I am trying to figure out how to turn a spline (which is the same thing as a curve) into a mesh. Any thoughts?
How about if you want certain parts of the spline have a different scale?Like if you want it to taper at the ends?Can you show how you would go about it, basically for every segment you extend the spline is it possible to scale it then have it transition seamlessly from 1 segment to another?
Yep, just scale the point with the normal scale tool. The spline will widen and taper if you choose to. Note that you scale an individual point, not the whole spline object.
cool will try this later, another question is it possible to branch of several points from 1 point? like tree branches , I could just have several splines and have them intersect but if there's way to do it that would be great and look more seamless.
Yeah. You will in face see this in upcoming videos on splines making cave systems. But you essentially have it create a static mesh at point zero and the final index in the array of spline points.
I dont know what I did but my player cant walk on it properly, I enabled collision but Ive done some custom changes to the player movement which works fine with everything else but walking on spline just makes him think hes falling
Make sure that you have the dot(anchor) selected and when hold down alt to duplicate and add another one. It sounds as though you have the whole actor selected instead.
You can't expect an answer just by saying "it does not work". You have to provide your blueprints or some sort of code to show your issue. Your issue could be a result of many different problems, but sending your code narrows it down.
@@RobertCooper1999 I made the values that he took for spawning the object in and made them variables. I used a variable called "offset" to define the distance of something spawning. There was an array of object to be spawned, and each row in the array had the "offset" "object length" etc
It seems everything is all okay and in the right place. I can't figure out why it would show for you. Can only suggest deleting it and replacing it? Check that it has been compiled? Sorry I couldn't be much help, but it should be there.
works amazingly thank you! for anyone in the future, unreal engine 5 changed the "integer + integer" & "integer - integer" nodes to "Add" & "Subtract" respectively
I spent five hours with busted-ass spline curves trying to figure out why they weren't working and this video solved my problem, so thank you for doing this, it's still applicable even with UE5!
Awesome tutorial, the part about clamping the tangents was especially helpful.
Thanks so much for this. Watched several tutorials that all basically use the same method, but you added a few simple fixes that make all the difference. Great stuff!
Wonderful tutorial. Good pacing and clarity on what you do and why you do it.
If you want to fix the tube artefact at the end, you need to create a variable with your „Get Actor Scale 3D“ (the same X, as you already used), and place into „Clamp Vector Size“ as a Max input
Thanks! Very useful! You are a good teacher I did it correctly and understood how I did it at the same time 🙂
Got sent over here by someone from Dekagon Games who shouted out this vid in their Artstation Learning series. Good stuff, thanks Ryan!
I just found this while trying to understand unreal splines and this was tremendously helpful! Many thanks for putting this out.
Such an underrated channel.
I was hoping to use it for pipe but it's more adapted to cables. It's missing 2 things though. How to deal with twists when doing perfect 90 angles and how to have the last tangent not being influenced by the previous one. It's super fiddly to to right angles with the method explained here
yeah i'm having pinching problems when doing 90 degree angles
Hi I followed this tutorial but I still get really weird stretching on my meshes :( What could I be missing?
Thanks for making the tutorial! Working on a student project and was very confused about splines meshes but I get it now
Is there any way to shrink or stretch the mesh in the section length part of the video? My mesh is a brick tile, so its tiling is not linked to its bounding box. It's a bit offset. Would love to know if that is possibl
I know this video was a long time ago, I hope you still look here! I am having an issue where my mesh is squished to like 1/4 of its size along the spline (Each Segment) So there is a huge gap between each mesh. I cannot figure out why. The only thing I can think because I am using UE5 it doesnt like something. Pls help if at all possible, Your tutorial is by far the best one on this subject I have seen!
Finally a great tutorial on this topic that actually works with the 4.21!
Question: I made my pipes and the bracket ends for pipes separately so they would be modular. How would I go about doing this if my models were two separate pieces for the spline?
Like for a guitar strap...
I made a Spline mesh with a curb for easy sidewalk creation. I decrement the truncate to avoid half meshes and also allowed the spline length to scale accordingly. As long as I keep the Actor on scale 1.0, it is fine and the splined mesh looks great. However if I scale it up, the individual segments will get squashed towards the start and the end. This is also visible in your example at the very end. The flanges scale up and down.
Any solutions?
Tip: if you cant edit the spline in the game viewport, you need to enable "Input Spline Points To Construction Script" in the Spline Component
Excellent tutorial but I can't seem to use the Blueprint on Splines longer than 1metres, I tried editing the Section length variable from 100 to 300, but for some reason the mesh remains at 100cm aka 1m.
Keep your good work sir!!, you are gonna be the reason behind many future game developers
Amazing Video! Really helpful! If you are Using UE5 For the Float * Float node you can use the Multiply node.
When I copy the point with ( Alt + move ) the mesh does not stretch or copy with the spline any leads why?
Thanks - maybe I overlooked it - but are there primitives from splines - such as: circle, square, ellipse, triangle?
Excellent, thorough, complete. Thank you.
Ryan I'm debating with my Tech guy why didn't you use the Section Length Variable in the multiplication tab towards the end of your tutorial- as opposed to manually entering the mesh length at 100? Appreciate your reply.
Is there a way to prevent the splines in unreal from pinching when making a loop? I swear to god, i've wasted tons of hours trying to do this and it seems like there is simply no vanilla way to do this and it requires plugins to fix a problem with the way curves are calculated in unreal. I simply refuse to believe that in over 20 years they havent been able to figure out how to properly implement splines.
This tutorial brings peace and joy to my life!!!
this is great! thank you sir! although I have to say that my tanget still scales when I move it, even when I'm clamping in in 4.22
actually it does work, it does scale until I have the next index spawned, then the scale doesn't stretch anymore
Why is it this works with Add Spline Mesh Component, but when I have a Spline Mesh Component already in the class, it shows up in a weird location? I even detached it and reset its world transforms to zero.
Edit: Ah because it's only making the first segment. I need multiple spline mesh components to draw a full arc.
Hi, This is an awsome video which put me in the track on drawing spline meshes. But there is a one question on me. I just want to draw spline meshes on the given points and i have built the points to the blueprint through a csv and how can i ignore this spline length variables and built on the points I am inserted
Did you find out how?
Even following your tutorial, my spline still doesn't have a collision. What could it be?
Thanks for this much needed tutorial.
How do I go about turning the meshes at the tangent points to form a spline circle using Blueprint?
Man, my splines aren't bending, even with a ton of loops. The spline is curved nicely, yet my model is just bent on 2 points. Any tips or hints?
is there any way to change the materials and meshes from details panel from any blueprint instance?
Man I just want to know how to use a guitar strap asset why does this all have to be rocket science. Always great videos. I learn a lot too much sometimes. lol
This awesome. Gonna help make me some fences, thanks for sharing thiese spline ideas :)
Awesome vid Ryan, I used this to create a procedural panel fence ,but I wonder how I could add certain mesh to start and end points EG: End Posts
would like to know if it is possible to turn into a tube and have character slide down it inside ?
God bless you Ryan Laley
is there any way to have the mesh slid or move along the spline and also have it in a loop?
i watched your tutorial up and down, im not sure where im running in the wrong direction. i built your construction script, have an other spline in my BP that i use to create a path. on this path i put procedural generated spline points (it works) but for some reason the construction script gets not updated when im simulation or in game mode? works fine if i pull out the spline that is referenced in the construction script :(
i want to have moving tentacles :
Hi guy, really nice tutorial, but I have problem, i did spline with section length, spline work perfeclty. I have 10 meshes in my scene and my spline, and i have 400 object to build, like if my spline was dupplicate my pipe and superposing it, then im laggy hard ... Think it is coming of section length but dunno at all...
very cool tutorial. I wanna run something by you and anyone else. I've been having this situation where I created a hollow pipe which then I use as a spline and it works and looks as it should but then I take that pipe and cut it in half to create a half pipe(like for skaters) and all of the sudden I can't use that half pipe. Any ideas?
Is it possible to make a bool that will flip where the segments spawn (spline start point/spline end point)?
What I mean is I want to make dynamic robotic arm (think Doctor Octopus from Spiderman) using splines but I want to make them retract and extend and I want to hide start and thus the spawning of new segments on the beginning of spline and not the end. I think that'd be pretty cool.
Hi man thank you grate tutorial . i was wondering if you can mace tutorial expanding on this system by exposing the mesh component in inspector so we can drag and drop other meshes and auto detect the length of the mesh for the correct placement how you have don it but hard cod it thank you again for the grate tutorial cheers
Great tutorial - thank you!
Hi everyone,
I'm going to be doing a video soon answering anyone's questions about studying games development. Coming into Summer some people who are in school will begin to start thinking about the future courses and are maybe interested in getting into games development by studying a course. Well, I am going to be answering aall your questions about choosing the right course and things to look for in choosing a games course. If you have a question you would like to see answered in the video either leave a comment below or message me directly in private.
Ryan
Hello is there a way for in the first and last nodes have a different mesh than the middle nodes (like electricity cables)
Have done this and it's working- but, whenever I use the Spline Point Handles (Curves Spline Points) it seems to scale the Mesh itself along the X Axis (Forwards). This sort of negates the point of creating it so it makes the Mesh sections even? Can anyone help me with this please? Also seems to be doing it if the Spline Points are too close together or the bend is too strong?
where do we get the pipe to start with? looking for the tutorial for it cant find it, good video thank you.
he said he modelled it lol
how do i keep it form srinking at the end?
Hey Ryan , thanks for the video , it's really great and gave me what i need except one thing , how to do this while playing
so i want the character to press a button and the mesh would expand to a certain point
so i tried the same thing and when i press the button i change the X Scale using a timeline to make it expand smoothly and worked really well
but what i want is to give the spline a point and make the spline expand to it
like when we hold the last spline point and move it so the spline mesh expand with
i want to do it in real time by moving the spline point not the actor scale
Hey, I just wanted to know if this is able to change the length of a spline over time, (something like the growth of a vine)?
Hello, this kind of spline can be animated in sequencer?
Ryan Laley, Love your videos you go in depth better than anyone else I have watched so far! On the pipe Splines, could you not use 2 meshes, one a coller and one just a straight pipe and as you drag the pipe have it add a coller say every 200 in length and avoid the stretching all together?? C--------C--------C---------C lol
on point what i needed! Is it possible to randomize the mesh selection? like i hvae 5 pipes of same length with some diffrent details and want to fill the spline randomly with those 5 varioations?!^^
You should be able to keep an array of static meshes that you can choose from on your script, then get a random integer to randomly select an index from that array, then you can use the "Set Static Mesh" function on the Spline Mesh Component to set the mesh to the randomly selected one.
starting from scratch would be showing us how you created the pipe, positioning and saving it to a folder
Nice Tut! How would you add diff Static Meshes for turns/angles/corners?
Hey Ryan, could you upload the pipe blueprint? I am encountering errors with the pipe not following the spline and I've checked the blueprint many times and just can't see whats wrong.
He didn't mention completing the White Pin Circuit at the top. Connect the last two nodes on top with the white pin and that should fix you.
Thank you, exactly what I was after and clearly explained as always
Hey Ryan, how can i make this spline mesh static? the way its set now i can not bake lights on it
So how can I add spacing between the meshes and keep them the size they need too be? I’m trying to make a line or bottles and I need an equal gap between each one
followed this had a mesh on the z access the spline isn't working at all... when I move the points nothing happens :( any idea why?
Same issue here! Did you find any solution?
@@saeed4648 yeah i watched a different tut and then i was able to make the.spline
you gotta tune the instrunt, by right clicking on it in the channel rack
Is there a way to snap the spline meshes at their set size?
This would be great for level construction where you need to repeat a same mesh over a distance but do not necessarily want to copy paste and snap them manually.
ua-cam.com/video/Lh_h5FzcM1Y/v-deo.html
20:30-32:25 is what you're after. Not spline related, but a handy BP tool nonetheless. It basically offsets your meshes by a set amount and you can control both that, as well as how many to spawn. Pretty sure you've solved your issue by now though.
That was exaclty what i was searching for. Thank
I'm trying to do the opposite of what you do at the end.
So instead of having a consistent spacing between the splines
I want to have a single pipe mesh, that uses all of the spline points to scale.
Is this possible?
Cheers
@pdcsky
I would do it like this:
Split the mesh in two parts, one thicker part that represent the end/start of the pipe and one thinner that is the pipe it self.
Then you simply put that mesh on the first index and the last index.
Mesh1: []
Mesh2: ==
[]===============================================[]
It will work with both ways he showed BUT, if you are gonna use a texture and not solid color i would go with the 2nd example.
Why? If you stretch the mesh you will also stretch the texture and it might look a bit ugly.
Not actually tried it but it should work.
Another great tutorial as always! Going to try it now :)
Thank you Ryan Laley =000
You made my day with this one!!
How do you change the roll of the spline? Very good tutorial as well thanks!
Rotate the point :)
Doesn't appear to work in 4.25. Mesh does not follow spline when moving points
Edit: Nevermind, make sure to connect the "Set Forward Axis" to the "Set Start and End"
THANK YOU FRIEND YOU JUST SAVED MY LIFE WITH THIS
Thank you for this. I am struggling to understand and connect everything from Unreal in relation to Blender, Like "Splines vs Curves". In Blender, a curve can be converted into a mesh. I am trying to figure out how to turn a spline (which is the same thing as a curve) into a mesh. Any thoughts?
Legit this tutorial. That is exactly what he is showing
How about if you want certain parts of the spline have a different scale?Like if you want it to taper at the ends?Can you show how you would go about it, basically for every segment you extend the spline is it possible to scale it then have it transition seamlessly from 1 segment to another?
Yep, just scale the point with the normal scale tool. The spline will widen and taper if you choose to. Note that you scale an individual point, not the whole spline object.
cool will try this later, another question is it possible to branch of several points from 1 point? like tree branches , I could just have several splines and have them intersect but if there's way to do it that would be great and look more seamless.
@@RyanLaley Really? That doesn't work for me at all..
does anyone know why the red cubes not showing?
When i scale too much like x4 my mesh is super deformed (a chain)
It doesn't work properly. I tried everything but it just keeps glitching and spinning. I can't find a way to make it work
Copying the spline point doesn't work out of the box for me. Is it something you're doing in the script? I'm a noob at this xD
Amazing tutorial! Thanks! Can i add spline point to sequencer? Can find any tutorials via internet :(
Can I add point to spline from character bp?
Great video! Is there a way you could add different static meshes for the start and end of the spline?
Yeah. You will in face see this in upcoming videos on splines making cave systems.
But you essentially have it create a static mesh at point zero and the final index in the array of spline points.
Unfortunately the "Alt key" works only from time to time not consistently :(
I dont know what I did but my player cant walk on it properly, I enabled collision but Ive done some custom changes to the player movement which works fine with everything else but walking on spline just makes him think hes falling
oh nevermind, collision can be changed on the add spline mesh component node
Nice Video but how to Update/Place them at runtime?
Super useful video. Subscribed!
Great Video man! Super Helpful for creating a cord for my VR computer system!
Thank you for great tutorial. And not only for this one!!!
is it possible to create an edit mod to verts?
to stretch a specific part of the mesh of an object?
My mesh is stretching super thin for some reason... even before Ive applied it to the world
i had the same issue at first as well, my problem was i had the forward axis wrong, maybe thats your issue as well
Thank a lot, this lesson really help me!
Thank you so much, exactly what i need.
Excellent video for splines! Thank you very much!
All mine is doing is duplicating itself and no dots 4.20.2. Is there something you have to turn on or off or override in UE4
Make sure that you have the dot(anchor) selected and when hold down alt to duplicate and add another one. It sounds as though you have the whole actor selected instead.
My mesh does not follow the spline when I drag the blueprint into the scene. It starts offseted and does not update when I edit the spline.
You can't expect an answer just by saying "it does not work". You have to provide your blueprints or some sort of code to show your issue. Your issue could be a result of many different problems, but sending your code narrows it down.
I have the same issue
Ok i fixed it, i have no clue how, just messed with it, its something to do with the direction of your mesh (X,Y)
Exact what i needed at current time. Thanks 🙂
it's really work in the game, thx
Really great Tutorial!
Thank you to share this just for free ❤️
it does not work in ue 4.23.0 ,the mesh does not move..
thanks, I edited this so I could have multiple objects of varrying length on the same spline.
How did you do this? :)
@@RobertCooper1999 I made the values that he took for spawning the object in and made them variables. I used a variable called "offset" to define the distance of something spawning. There was an array of object to be spawned, and each row in the array had the "offset" "object length" etc
Thank you for this video, mate :).
Why my BP Spline dont have two white square dot when put it in level editor ?
It should do. Double check that you haven't accidently added the spline mesh component. You want the one that says just 'Spline'
Ryan Laley : Of course I had .. I follow step by step in video
Also make sure that you are placing the blueprint actor rather than the static mesh.
Ryan Laley : I'm sure I placed BP, here is image : i.imgur.com/LxTgmw4.png
It seems everything is all okay and in the right place. I can't figure out why it would show for you.
Can only suggest deleting it and replacing it? Check that it has been compiled? Sorry I couldn't be much help, but it should be there.