of course, you can change the mesh components used on the track. the only thing to consider for bigger carts/cabins is that the models rotation is pivoted in the middle of the actor so tight corners won't follow the tracks so you'll probably want to make smoother/longer corners based on the size of your carts/cabins
I just bought this, great product! Do you happen to know how to add the spline to a pre existing spline? I have a spline from a project that took a while to make, was just curious if I could lay this one down on top of it somehow :) Thanks!!
hello, thanks for the support, I did see the question on the marketplace page, I have replied on there with a couple of methods to try. hope you have get on well with the suggestion
@@umbraassets823 Thanks for the quick reply! I tried to select and copy all the spline point data but my Unreal keeps crashing, Looks like I will just be dragging them manually, why are splines so difficult? haha
@@zeroonezeroonezeroone you could also just click the spine point, write down all the values or copy and paste the numbers into a text doc and try typing them in manually. possible suggestion. but at least if anything, you have a guide line you've already made, to follow.
Would be great to have a seat in the cart, so the character gets in and sits down, like a theme park coaster. Would this be possible feature? And if the track could go downhill and uphill. :-)
You can give the track elevation, just by pulling the points up or down. its funny you say about the sitting in feature, I originally was going to add that, but decided against it. I could add a cart that is like a seated version and create and example for players to sit in.
@@valovalo9789 I have started the development for this addition. I was designing a cart that supports 2 people. this improvement will only be coming to the latest version though for 5.1 and any other version after. if you need the example in anything from 4.26 to 5.0 I can look into adding it to that as well after
Hello there, I tryed to modify your nodes because I'm looking for this: If the player get out the box collision inside the cart while the trip, the cart will stop and reverse immediatly, then the cart will be deactivate until the player join the box collision/trigger to reactivate the cart ! any idea to manage this, I'm litlle stick with that ! tks..
Hello, so just confirm, you simply want the cart to move while you are inside and start reversing immediately if they leave. The project does have a proximity based influenced movement. If you are using a copy of that, you'll probably find leaving the collision just stops. with just a couple of edits to the logic you can achieve this. here is a screenshot of a small edit to the proximity child of the cart that should be what you need. imgur.com/Ym3wdAb
Hi i want to make a monorail that you control, fast paced with maybe some physics based stuff for turning and inclines and such, would this pack be good for that?
@@vanquest5341 I wouldn't want you to waste money on it and say yes. I guess if its physics based you would just propel the monorail with a thruster or something instead and if its constrained to the spline, the physics should handle the rest. at that point it would probably be better to build a different system than wasting your money on something like this you may only utilize a small portion of. I do know there is a physics driven track asset on the marketplace, Not sure if that is more ideal for your purpose. I can't really be sure what is best for your needs, but as I say I don't want to advise you and say you could probably use this and it turns out it may not be suitable at all for you.
Great, I was looking for it, thank you
Cool stuff!
very cool, it is possible to add different rails from custom model and cabins? thank you
of course, you can change the mesh components used on the track. the only thing to consider for bigger carts/cabins is that the models rotation is pivoted in the middle of the actor so tight corners won't follow the tracks so you'll probably want to make smoother/longer corners based on the size of your carts/cabins
@@umbraassets823 thank you! Really cool I´ll do some testing, no worries about following tracks as I do not plan to make big long carts.
@@lennymanny6364 no worries hopefully all works well for you :)
I just bought this, great product! Do you happen to know how to add the spline to a pre existing spline? I have a spline from a project that took a while to make, was just curious if I could lay this one down on top of it somehow :) Thanks!!
hello, thanks for the support, I did see the question on the marketplace page, I have replied on there with a couple of methods to try. hope you have get on well with the suggestion
@@umbraassets823 Thanks for the quick reply! I tried to select and copy all the spline point data but my Unreal keeps crashing, Looks like I will just be dragging them manually, why are splines so difficult? haha
@@zeroonezeroonezeroone you could also just click the spine point, write down all the values or copy and paste the numbers into a text doc and try typing them in manually. possible suggestion.
but at least if anything, you have a guide line you've already made, to follow.
Would be great to have a seat in the cart, so the character gets in and sits down, like a theme park coaster. Would this be possible feature? And if the track could go downhill and uphill. :-)
You can give the track elevation, just by pulling the points up or down. its funny you say about the sitting in feature, I originally was going to add that, but decided against it. I could add a cart that is like a seated version and create and example for players to sit in.
@@umbraassets823 You already created one and added it? Because I look only for one with seat feature
@@valovalo9789 I have started the development for this addition. I was designing a cart that supports 2 people. this improvement will only be coming to the latest version though for 5.1 and any other version after.
if you need the example in anything from 4.26 to 5.0 I can look into adding it to that as well after
Hello there, I tryed to modify your nodes because I'm looking for this: If the player get out the box collision inside the cart while the trip, the cart will stop and reverse immediatly, then the cart will be deactivate until the player join the box collision/trigger to reactivate the cart ! any idea to manage this, I'm litlle stick with that ! tks..
Hello, so just confirm, you simply want the cart to move while you are inside and start reversing immediately if they leave.
The project does have a proximity based influenced movement. If you are using a copy of that, you'll probably find leaving the collision just stops. with just a couple of edits to the logic you can achieve this.
here is a screenshot of a small edit to the proximity child of the cart that should be what you need. imgur.com/Ym3wdAb
Hi i want to make a monorail that you control, fast paced with maybe some physics based stuff for turning and inclines and such, would this pack be good for that?
I don't use any physics in this asset so very unlikely
@@umbraassets823 yeah I would add it, but would this be good to get started on my project?
@@vanquest5341 I wouldn't want you to waste money on it and say yes. I guess if its physics based you would just propel the monorail with a thruster or something instead and if its constrained to the spline, the physics should handle the rest.
at that point it would probably be better to build a different system than wasting your money on something like this you may only utilize a small portion of.
I do know there is a physics driven track asset on the marketplace, Not sure if that is more ideal for your purpose. I can't really be sure what is best for your needs, but as I say I don't want to advise you and say you could probably use this and it turns out it may not be suitable at all for you.