Might apply for it soon, the one thing really needed is funding for more developers to join. Would love to see some of the ideas that's been planned get done sooner
This is honestly amazing, I'm a student working on a short animated movie and this is gonna help so much in building scenes with realistic roads and such. One thing I thought of is in periodic placement there should be an option for noise to randomly place it, for example farm fences which can be a bit broken and placed apart or stone walls that have sections that are broken. Otherwise great bp I really appriciate it!
Thanks for the feedback, I have heard that suggestion before and I am happy to say it will be included in the next update. I hope to have a new panel that you could specify randomized placement, rotations, and scales. I will also add we do sell the Dynamic Road System on the marketplace if you are interested in making large road systems but if you are only making a couple roads for a short movie this splined mesh BP would probably be fine
@knuckles7410 you can now place multiple meshes along a spline in the new update and the original commenter asked about randomization and that got added as well. If there are multiples meshes along a spline they follow the same pattern of behavior from the blueprint options. If I have road barriers, lights, and road signs placed along the same spline then they would all abide by the rules of the BP by being equidistant, have the same randomization, and/or have the same of some other setting (scale, vertical offset, variation, etc.). If each mesh had their own rules you would need an array of rules inside one blueprint but that could get more complicated to parse through than just having 3 separate blueprints (to save time, each can be copied and pasted from the previous one) so that they can have individually editable parameters
@@BlueBeam10 I just took a look at snappy roads and it seems like a great tool but the splined mesh tool here is supposed to be a lot more general so that it can be used for applications besides roads. I see what you are saying about having the meshes have some different rules like individual offsets but the only problem is where to draw the line over what settings are shared and which are instanced. In their tool they have offsets instanced per mesh type but we also have settings for randomization, scaling, overlaps, placement distance, etc which could also be instanced if programmed to be, but we decided it might be more complex than just having multiple individual blueprints. We do appreciate your feedback though, and we'll look into ways to simplify multiple splined mesh bp's
All we need now from this is Horizontal offset and then randomised value range for each scale, rotate and transform with a sort of random seed. Imagine an array of old medieval stone blocks around the edge of a path. Each of those blocks would be kind of slightly offset in different ways like slightly rotated or further forward then another etc.. it would really help for stylisation too.
I have heard the recommendation of randomising a set of meshes to spawn along a spline but randomising the position and rotations in certain ways could be useful too. Might have to start a new randomising options tab, thanks for the feedback!
@@AVieGuyStudios I would massively appreciate it. Apart from wonky brickwork or stone blocks, imagine traffic cones too that need the 'human' touch so they're randomly rotated on the Z axis but also slightly misplaced from the centre of the spline to give some authenticity that they were put there by hand. Great work, I really love this blueprint and I can think of so many uses for it.
This is genious! I'm buying it right now to help support your work! I was having problems with a basic spline bp I made but it was way too simple and very difficult to control and you're pretty much handing us a god-like spline tool here! This is going into my upcoming platformer game later today!
Nice! Love to hear it! When you release your project, if you could tag us, that would be awesome. You might be the first person to ship a project that uses this tool
Love me some splines. As someone who's built some fairly complex spline tools I am quite excited to check out someone's work who knows what they are doing. In particular I was unable to find any decent solution to the z-axis twisting. Cheers!
I still feel like I have a bit to learn even after making this. Part of the reason I put this out for free is because I realized I spent way longer than I should've making some of the most simple features for it. Like z-axis spline meshes sound easy then it just dissappears leaving us devs majorly confused
That's great, man! Thanks You! I started to convert it to UE4 for my project today's morning (some like three hours ago). I hope, that all would work when I done :D (Just because i'm a newbie 😅)
Let me know how it goes! I will be doing the same thing probably a couple of months from now. I am unsure whether you can copy and paste functions so they match, it may be tedious because there is a bunch of little differences between ue5 and ue4 like direct conversions from floats to integers and stuff like that. A part of me wishes I started developing it ue4 just so that it would be compatible going forward. But if you have any questions or get stuck at any point let me know and I'll try to help as best as I can. There is also a discord link in the description of the video where it can be easier to have longer conversation threads
Thank you for making this awesome tool! I have tried the free blueprint but only thing I couldn't figure out is a function to set distance between the meshes, for instance a 15meter distance between electric poles. the periodic placement tool only works at a short distance, set the number to a higher value then the array becomes skewed.
@EvangelionJZL It should work for long distances, if you want to share your circumstances, we have a discord server (link is in the description of the video) where you could share pictures and I can make some recommendations to get it to work. Thanks for the kind words
Looks amazing!!! Can we have custom items as an extra layer for example in corners, or in the middle of each or chosen segment? I am trying to build something similar to having wall panels or frames, and the corners or crown in the top mid segment I might want to add extra meshes
Some of that can be done with the system in place. You could duplicate the spline and add a new mesh to that to have overlapping meshes or like windows in the middle of wall panels. The corners is a bit of a different beast but could be done, it would require to know what angle difference to count as a corner. Most rooms are 90 degrees but some aren't it's a bit of extra coding. You would have to evaluate that degree difference at every spline point. I can help you through where to add that code but the implementation of the code would be too unique to the developers needs for us to be able to add that. So if you want to add that code I'll be able to guide you through existing code
Hey mate, nice system. I am just testing it now. I think it would be nice if the snapping could be set to "opt in" instead of "opt out". I suspect that 99% of the usage I would have will be just wanting it to snap to landscape meshes and nothing else (perhaps a few custom ground meshes). I would guess its pretty heavy on the system if the scene has tonnes of objects? Manually telling it to ignore hundreds or thousands of items would not be fun. I think it would be nice to have a setting where it only snaps to the items you specify. Better yet, perhaps you can tell it to use all landscape meshes + custom selected meshes or do lists based on tags and wildcard etc. FYI, I am an unreal noob, so maybe I am overestimating the performance hit from having the majority of meshes included in the snapping, some of the worlds we are working on are massive though so I suspect it would be a problem. I am coming from 3DS Max where I used Railclone a fair bit as well as making roads/landscapes. With this tool and your "dynamic road system" tool, it looks like I might be able to start doing a fair bit of my job directly in engine and not Max->export.
Thanks for the feedback, I have been debating about the ground snapping myself. I am conflicted because a lot of the use cases for this tool that I advertise do require ground snapping. Fences, train tracks, sidewalks, lamp posts, guard rails, etc. I'll ask a few others that I know use the tool quite often to see what they think as well to help aid the decision so thank you for the feedback. For snapping options we mainly include an exclude list because that's what unreal offers with their line tracing functions but we also saw that as maybe a bit too much so we included the list of object types that get ignored and included in trace events. The including and excluding of events don't seem to be impacting performance that much because it still has to trace the object regardless. The biggest consumption of resources is having meshes deform along the spline and anytime it gets updated, it also has to redo the deform calculations. Since deform is one of the biggest use cases of the spline tool it will have to stay on. Both normal and Periodic placement methods use line trace, but you can feel how much faster Periodic placement function is just because it skips deformation data. Thank you for your feedback though because I definitely want to try to make this as simple to use for everybody but it is a constant struggle of too many options and not enough
@@AVieGuyStudios Ok, if it's not really hurting performance having it snap to everything by default; I would say my idea is unnecessary then. It is just triggering to some of the "OCD" bits of my brain 😋
This is a copied response from somebody that asked earlier cant remember if it was here on youtube or discord: It shouldn't be too difficult to get it to work with decals, but by default no. You can make an empty blueprint and add a decal component and then plug in the blueprint into the section of "periodical placement" and it will spawn your blueprint that has a decal periodically along the spline. I don't think there is a way for decals to deform along the spline but also not sure what uses there are for that. But anyway, they should be able to be periodically placed along the spline by using the above method
Awesome Plugin. I'm using it in nearly every project. One question though. Somehow my splines don't have any collision. Any idea how to solve this? Already googled the problem but haven't found any solutions. ):
In part of the video I show how you can visualize the collisions using different view modes. I also believe splines can't use complex collisions as its collision. Depending on your version of unreal engine that may have changed though. The majority of my testing happens in 5.1 and I just test compatibility in the other engines. I'll try the block all method but I believe it will still only use simple collisions in 5.1
@victorobi2619 Unfortunately, I have seen other people report the issue, but it is very specific. I am guessing you are using the third-person template pack from unreal. If your mesh is too close to another floor, the feet will snap through the splined mesh and reach the floor underneath. I am not too familiar with character logic, but I tried it with other characters, and they all work fine. But weirdly enough, if you move your splined mesh to be about a meter higher than any other floor, then the splined mesh collision works fine for the character you are using. This is definitely fixable through some setting in the character logic, but I am unsure of where that variable is. If you want a link to some of the other conversations I had about this with others, you can join the discord, and I can share some of the message threads
I havnt messed much with this yet. But I downloaded the free one I am able to look at all the bps and everything, the uasset file is 2mb. So My guess is the paid one might be the one with the 0mb issue? Seeing as others are complaining about that. I havnt extensively tested anything yet though lol.
I did see that the Google drive link did have an issue earlier yesterday with the BP but I fully replaced the file and the link, so it should be fixed. Thanks for checking. I'll update my other comments on the people that originally found the issue
Unfortunately I don't know much about materials or mesh painting but it should work like other static meshes, if not, there might be other tutorials that go into detail with doing it with splines
How do I make a "L" shaped wall? The spline with the mesh becomes curved or deformed with I use Alt key and drag the gizmo. I tried scaling the spline points, but it just becomes a deform "L" still.
@pierrebeneby4120 If you mean an L shaped with the sharp edges, it would be the "tangent scale" that would make it a sharp 90° corner. I believe you can set that variable to zero, it is an option in the blueprint variables. If that's not what you meant just let me know
@@AVieGuyStudios Thanks so much for responding to me, but that still didn't work. Yes, I am looking to make a 90 degree "L" shaped wall. I adjusted the "Curve Scale", which was set to 1 to 0 in the Event Graph. (I also tried changing the same variable from the spline's description panel) Yes, changing the curve scale to 0 does make a 90 degree wall, but l fiddled with this variable before and like I said in my original comment the corner becomes deformed. For example, imagine a L shaped brick wall and at the corner bend, you would have an inside and outside 90 degree angle, one for the inside corner of the wall and one for the outside corner of the wall. In my case, the inside corner is a perfect 90 degree angle, but the outside corner is not. Instead of meeting at one point, the outside corner is a flat face. By the way, the mesh I am using is a squared column measured, 100 x 100 x 700 in Unreal.
@pierrebeneby4120 gotcha, I think I can see what you mean. My guess is that your wall mesh centered on the spline where half of it is to the left and half of it is to the right. If you make it so that it is fully on one side of the spline, it'll deform in a way where it can deform inward if it corners. Although that will only work if it corners in the same side the wall is on. But the simplest solution, while not the most elegant, may be to just use multiple spline blueprints, and if you want it to be more connected, you could use the snap spline option to where the first point of one spline connects the the end of the previous The third option is that you can look into geometry script where you can create geometry in real-time. It's not too complicated for the wall function but it has quite a lot of options But if you're looking for more input just let me know and I'll try to help more
@@AVieGuyStudios You have no idea how much time I spent watching tutorials on this, but each time I try to make a 90 degree corner it never works out of the box and the "solutions" and "explanations" go right over my head. Yours is the second tool I bought, I think. Thank you. I will try option two with the spline snapping in the morning, its 2 AM and I just exited Unreal. God bless.
@pierrebeneby4120 No worries, hope it goes well! If you have any questions I can continue answering them here or we also have a discord (link is in description of the video) that may be better for longer conversations
Are you using the free blueprint link or the paid one? I see it being available at 2 mb but I'll keep checking, thanks for the heads up Edit: I double-checked it, and it should be fixed. Let me know if you can download it
It shouldn't be too difficult to get it to work with decals, but by default no. You can make an empty blueprint and add a decal component and then plug in the blueprint into the section of "periodical placement" and it will spawn your blueprint that has a decal periodically along the spline. I don't think there is a way for decals to deform along the spline but also not what uses there are for that. But anyway they should be able to be periodically placed along the spline by using the above method
Are you using the free blueprint link or the paid one? I see it being available at 2 mb but I'll keep checking, thanks for the heads up Edit: I double-checked it, and it should be fixed. Let me know if you can download it
Just purchased it on the marketplace to support you guys! I have the free version and havent yet be able to try it out but wanted to support you :")
Thank you for your support!
Well done, just in time too. I purchased this and I'll be using it tomorrow. Thanks again for making this.
Thank you for your support!
EPIC should mega-grant your awesome work guys
Might apply for it soon, the one thing really needed is funding for more developers to join. Would love to see some of the ideas that's been planned get done sooner
This is honestly amazing, I'm a student working on a short animated movie and this is gonna help so much in building scenes with realistic roads and such. One thing I thought of is in periodic placement there should be an option for noise to randomly place it, for example farm fences which can be a bit broken and placed apart or stone walls that have sections that are broken. Otherwise great bp I really appriciate it!
Thanks for the feedback, I have heard that suggestion before and I am happy to say it will be included in the next update. I hope to have a new panel that you could specify randomized placement, rotations, and scales. I will also add we do sell the Dynamic Road System on the marketplace if you are interested in making large road systems but if you are only making a couple roads for a short movie this splined mesh BP would probably be fine
@knuckles7410 you can now place multiple meshes along a spline in the new update and the original commenter asked about randomization and that got added as well. If there are multiples meshes along a spline they follow the same pattern of behavior from the blueprint options. If I have road barriers, lights, and road signs placed along the same spline then they would all abide by the rules of the BP by being equidistant, have the same randomization, and/or have the same of some other setting (scale, vertical offset, variation, etc.). If each mesh had their own rules you would need an array of rules inside one blueprint but that could get more complicated to parse through than just having 3 separate blueprints (to save time, each can be copied and pasted from the previous one) so that they can have individually editable parameters
@@BlueBeam10hopefully that helps but if you think you have a better way of implementing it, I would love to hear it
@@BlueBeam10 I just took a look at snappy roads and it seems like a great tool but the splined mesh tool here is supposed to be a lot more general so that it can be used for applications besides roads. I see what you are saying about having the meshes have some different rules like individual offsets but the only problem is where to draw the line over what settings are shared and which are instanced. In their tool they have offsets instanced per mesh type but we also have settings for randomization, scaling, overlaps, placement distance, etc which could also be instanced if programmed to be, but we decided it might be more complex than just having multiple individual blueprints. We do appreciate your feedback though, and we'll look into ways to simplify multiple splined mesh bp's
👏 Absolutely love what you've built and so happy to support you with a purchase. You've also got a new fan and sub👊
Thank you for the kind words and you support, we have some exciting ideas planned for the future!
All we need now from this is Horizontal offset and then randomised value range for each scale, rotate and transform with a sort of random seed. Imagine an array of old medieval stone blocks around the edge of a path. Each of those blocks would be kind of slightly offset in different ways like slightly rotated or further forward then another etc.. it would really help for stylisation too.
I have heard the recommendation of randomising a set of meshes to spawn along a spline but randomising the position and rotations in certain ways could be useful too. Might have to start a new randomising options tab, thanks for the feedback!
@@AVieGuyStudios I would massively appreciate it. Apart from wonky brickwork or stone blocks, imagine traffic cones too that need the 'human' touch so they're randomly rotated on the Z axis but also slightly misplaced from the centre of the spline to give some authenticity that they were put there by hand.
Great work, I really love this blueprint and I can think of so many uses for it.
This is absolutely beautiful! Thank you so much
This is genious! I'm buying it right now to help support your work! I was having problems with a basic spline bp I made but it was way too simple and very difficult to control and you're pretty much handing us a god-like spline tool here! This is going into my upcoming platformer game later today!
Nice! Love to hear it! When you release your project, if you could tag us, that would be awesome. You might be the first person to ship a project that uses this tool
@@AVieGuyStudios I'd be happy to do that and thank you again as well.
That pretty cool, I definitely buying in the future.
You saved my project, thanks!
Awesome job, guys.I will be buying this off of the marketplace
Thank you for your support!
Thx for this, very kind. I look fwd to trying this!!!:)) cheers;))
great stuff man , totally worth it
Love me some splines. As someone who's built some fairly complex spline tools I am quite excited to check out someone's work who knows what they are doing. In particular I was unable to find any decent solution to the z-axis twisting. Cheers!
I still feel like I have a bit to learn even after making this. Part of the reason I put this out for free is because I realized I spent way longer than I should've making some of the most simple features for it. Like z-axis spline meshes sound easy then it just dissappears leaving us devs majorly confused
A thing of beauty. Thank you!
awesome work this has been a super useful tool for my project thank you
That's great, man! Thanks You!
I started to convert it to UE4 for my project today's morning (some like three hours ago). I hope, that all would work when I done :D (Just because i'm a newbie 😅)
Let me know how it goes! I will be doing the same thing probably a couple of months from now. I am unsure whether you can copy and paste functions so they match, it may be tedious because there is a bunch of little differences between ue5 and ue4 like direct conversions from floats to integers and stuff like that. A part of me wishes I started developing it ue4 just so that it would be compatible going forward. But if you have any questions or get stuck at any point let me know and I'll try to help as best as I can. There is also a discord link in the description of the video where it can be easier to have longer conversation threads
Huge dude thanks so much!
Thank you for making this awesome tool!
I have tried the free blueprint but only thing I couldn't figure out is a function to set distance between the meshes, for instance a 15meter distance between electric poles. the periodic placement tool only works at a short distance, set the number to a higher value then the array becomes skewed.
@EvangelionJZL It should work for long distances, if you want to share your circumstances, we have a discord server (link is in the description of the video) where you could share pictures and I can make some recommendations to get it to work. Thanks for the kind words
Nice job ! thanks
Amazing
Really 🎉 thanks bro ❤
Looks amazing!!! Can we have custom items as an extra layer for example in corners, or in the middle of each or chosen segment? I am trying to build something similar to having wall panels or frames, and the corners or crown in the top mid segment I might want to add extra meshes
Some of that can be done with the system in place. You could duplicate the spline and add a new mesh to that to have overlapping meshes or like windows in the middle of wall panels. The corners is a bit of a different beast but could be done, it would require to know what angle difference to count as a corner. Most rooms are 90 degrees but some aren't it's a bit of extra coding. You would have to evaluate that degree difference at every spline point. I can help you through where to add that code but the implementation of the code would be too unique to the developers needs for us to be able to add that. So if you want to add that code I'll be able to guide you through existing code
@@AVieGuyStudios thanks a lot, I appreciate it. Will try to manage on my own, if I failed will ask you.
Hey mate, nice system. I am just testing it now. I think it would be nice if the snapping could be set to "opt in" instead of "opt out". I suspect that 99% of the usage I would have will be just wanting it to snap to landscape meshes and nothing else (perhaps a few custom ground meshes). I would guess its pretty heavy on the system if the scene has tonnes of objects? Manually telling it to ignore hundreds or thousands of items would not be fun.
I think it would be nice to have a setting where it only snaps to the items you specify. Better yet, perhaps you can tell it to use all landscape meshes + custom selected meshes or do lists based on tags and wildcard etc.
FYI, I am an unreal noob, so maybe I am overestimating the performance hit from having the majority of meshes included in the snapping, some of the worlds we are working on are massive though so I suspect it would be a problem.
I am coming from 3DS Max where I used Railclone a fair bit as well as making roads/landscapes. With this tool and your "dynamic road system" tool, it looks like I might be able to start doing a fair bit of my job directly in engine and not Max->export.
Thanks for the feedback, I have been debating about the ground snapping myself. I am conflicted because a lot of the use cases for this tool that I advertise do require ground snapping. Fences, train tracks, sidewalks, lamp posts, guard rails, etc. I'll ask a few others that I know use the tool quite often to see what they think as well to help aid the decision so thank you for the feedback.
For snapping options we mainly include an exclude list because that's what unreal offers with their line tracing functions but we also saw that as maybe a bit too much so we included the list of object types that get ignored and included in trace events. The including and excluding of events don't seem to be impacting performance that much because it still has to trace the object regardless. The biggest consumption of resources is having meshes deform along the spline and anytime it gets updated, it also has to redo the deform calculations. Since deform is one of the biggest use cases of the spline tool it will have to stay on. Both normal and Periodic placement methods use line trace, but you can feel how much faster Periodic placement function is just because it skips deformation data.
Thank you for your feedback though because I definitely want to try to make this as simple to use for everybody but it is a constant struggle of too many options and not enough
@@AVieGuyStudios Ok, if it's not really hurting performance having it snap to everything by default; I would say my idea is unnecessary then. It is just triggering to some of the "OCD" bits of my brain 😋
@troypinkerton9876 yeah deformation is where I would save a lot of performance but I believe that logic is gated behind c++
I will def suport you guys. Nice tool and affordable
We appreciate it, thanks!
you save my life!!!
Great tool, thank you!! Could this work with decals?
This is a copied response from somebody that asked earlier cant remember if it was here on youtube or discord: It shouldn't be too difficult to get it to work with decals, but by default no. You can make an empty blueprint and add a decal component and then plug in the blueprint into the section of "periodical placement" and it will spawn your blueprint that has a decal periodically along the spline. I don't think there is a way for decals to deform along the spline but also not sure what uses there are for that. But anyway, they should be able to be periodically placed along the spline by using the above method
you did it!
Thank you for testing it during its development, found and solved some really weird bugs with your help
Awesome Plugin. I'm using it in nearly every project. One question though. Somehow my splines don't have any collision. Any idea how to solve this? Already googled the problem but haven't found any solutions. ):
//Update: Nevermind. Found the culprit. In the BP, select Add Spline Mesh Component and set collision to "Block All".
In part of the video I show how you can visualize the collisions using different view modes. I also believe splines can't use complex collisions as its collision. Depending on your version of unreal engine that may have changed though. The majority of my testing happens in 5.1 and I just test compatibility in the other engines. I'll try the block all method but I believe it will still only use simple collisions in 5.1
My character is not properly snapped to my meshes how do I fix that
@victorobi2619 Unfortunately, I have seen other people report the issue, but it is very specific. I am guessing you are using the third-person template pack from unreal. If your mesh is too close to another floor, the feet will snap through the splined mesh and reach the floor underneath. I am not too familiar with character logic, but I tried it with other characters, and they all work fine. But weirdly enough, if you move your splined mesh to be about a meter higher than any other floor, then the splined mesh collision works fine for the character you are using. This is definitely fixable through some setting in the character logic, but I am unsure of where that variable is. If you want a link to some of the other conversations I had about this with others, you can join the discord, and I can share some of the message threads
I havnt messed much with this yet. But I downloaded the free one I am able to look at all the bps and everything, the uasset file is 2mb. So My guess is the paid one might be the one with the 0mb issue? Seeing as others are complaining about that. I havnt extensively tested anything yet though lol.
I did see that the Google drive link did have an issue earlier yesterday with the BP but I fully replaced the file and the link, so it should be fixed. Thanks for checking. I'll update my other comments on the people that originally found the issue
Hello, how to assign the blend materials to the spline meshs so that mesh paint works correctly?
Unfortunately I don't know much about materials or mesh painting but it should work like other static meshes, if not, there might be other tutorials that go into detail with doing it with splines
thanks
How do I make a "L" shaped wall? The spline with the mesh becomes curved or deformed with I use Alt key and drag the gizmo. I tried scaling the spline points, but it just becomes a deform "L" still.
@pierrebeneby4120 If you mean an L shaped with the sharp edges, it would be the "tangent scale" that would make it a sharp 90° corner. I believe you can set that variable to zero, it is an option in the blueprint variables. If that's not what you meant just let me know
@@AVieGuyStudios Thanks so much for responding to me, but that still didn't work. Yes, I am looking to make a 90 degree "L" shaped wall. I adjusted the "Curve Scale", which was set to 1 to 0 in the Event Graph. (I also tried changing the same variable from the spline's description panel) Yes, changing the curve scale to 0 does make a 90 degree wall, but l fiddled with this variable before and like I said in my original comment the corner becomes deformed. For example, imagine a L shaped brick wall and at the corner bend, you would have an inside and outside 90 degree angle, one for the inside corner of the wall and one for the outside corner of the wall. In my case, the inside corner is a perfect 90 degree angle, but the outside corner is not. Instead of meeting at one point, the outside corner is a flat face. By the way, the mesh I am using is a squared column measured, 100 x 100 x 700 in Unreal.
@pierrebeneby4120 gotcha, I think I can see what you mean. My guess is that your wall mesh centered on the spline where half of it is to the left and half of it is to the right. If you make it so that it is fully on one side of the spline, it'll deform in a way where it can deform inward if it corners. Although that will only work if it corners in the same side the wall is on.
But the simplest solution, while not the most elegant, may be to just use multiple spline blueprints, and if you want it to be more connected, you could use the snap spline option to where the first point of one spline connects the the end of the previous
The third option is that you can look into geometry script where you can create geometry in real-time. It's not too complicated for the wall function but it has quite a lot of options
But if you're looking for more input just let me know and I'll try to help more
@@AVieGuyStudios You have no idea how much time I spent watching tutorials on this, but each time I try to make a 90 degree corner it never works out of the box and the "solutions" and "explanations" go right over my head. Yours is the second tool I bought, I think. Thank you. I will try option two with the spline snapping in the morning, its 2 AM and I just exited Unreal. God bless.
@pierrebeneby4120 No worries, hope it goes well! If you have any questions I can continue answering them here or we also have a discord (link is in description of the video) that may be better for longer conversations
hi im making a medieval dirt road with this tool. How do I disable shadow? doesn't have an option for it.
That should be in the static mesh settings of the asset you are using on the spline tool. There should be an option to turn off shadows there
I'll pay 4.99 been looking for something like this
Why is the blueprint empty with a volume of 0
Are you using the free blueprint link or the paid one? I see it being available at 2 mb but I'll keep checking, thanks for the heads up
Edit: I double-checked it, and it should be fixed. Let me know if you can download it
Thank you, big shot. It seems like it can be used now@@AVieGuyStudios
Huge thanks
Can this work for decals too?
It shouldn't be too difficult to get it to work with decals, but by default no. You can make an empty blueprint and add a decal component and then plug in the blueprint into the section of "periodical placement" and it will spawn your blueprint that has a decal periodically along the spline. I don't think there is a way for decals to deform along the spline but also not what uses there are for that. But anyway they should be able to be periodically placed along the spline by using the above method
@@AVieGuyStudios that’s good enough for me. I’ll buy it from the marketplace now 👍
@HigashiBashi Thank you for your support! If you have any other questions feel free to ask here or on our discord
It's 0B
Are you using the free blueprint link or the paid one? I see it being available at 2 mb but I'll keep checking, thanks for the heads up
Edit: I double-checked it, and it should be fixed. Let me know if you can download it
@@AVieGuyStudios tried free link from the product description in the market.
Thanks for reporting it, just had another commenter confirmed it works
its not free, its now paid.
Please rewatch the first 30 seconds of the video, it is still free, but if people want to give $5 to help support us they can as well
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