Literally so simple and straight to the point. 9 minutes instead of these 30 minute to 1 hour videos I see explaining useless info. Bravo and thank you.
Hey, so I really appreciate that this tutorial shows how to make a really reusable blueprint that considers how not to warp a mesh. But it would be really helpful if there was an update which showed the process of creating the blueprint, so we could see the local variables being made, how you got a static mesh variable with a brick image, and more! I'm sure those who are more new to blueprints would also appreciate seeing how variables are made and how their type is changed! Again, the blueprint is great, it would just be helpful to see more of the process!
Super awesome tutorial! There's a lot of useful spline stuff on the unreal marketplace, but some of it is over-complicated for my use case. This is perfect. Thank you!
You could have saved some headache by expanding the "Local Variables" Section on the left in the blueprint. Took me a while to figure out what that Set Loop Index was!
@@SGA_Speedy After you create "FoorLoop" -> Right Click on it's "Index" -> "Promote to Local Variable" and then you can use it in Blue Print, dragging it from the "Local Variables" Panel
Amazing video. I had originally made a simple BP and I had to eyeball the length of each spline point so that it wouldn't stretch. This BP is fixes that issue entirely. Thank you!!
@IamNeighborlee He means the tutorial where I code it (give the code away for free). He does not mean the project files. Those you can download on my Patreon. Or you simply for free follow the video
Hey! Very cool blueprint, thanks! Though my meshes, although i test simple cylinder, when i add a new point and make a turn, gets distorted, and I am pretty sure my nodes are correct. Do you have any clue about where could be the problem?
@kekdot how do you solve for distorted meshes that some users see? The pipes you have all bend and contort nicely, but when I tried to reproduce your results, my meshes don't turn and rotate properly.
had the same issue, I changed the pivot point of my static mesh and made sure it was centered on all the axis on maya (x,y,z), it solved my problem. And make sure you have enough edge loops on your mesh, otherwise it wont bend nicely.
Great video as always, thanks very much! One question... Why do you need to clamp the tangent? Shouldn't tangents always be normalised? It feels like a small section length could mangle the tangent vector and have it pointing the wrong way once unreal renormalises it
Pretty good solution. You can make another public variable(ESpline Mesh Axis) in order to make the same blueprint compatible with all axis. You would have to make the variable i just said, connect it to the "Set forward axis" and at the beginning at the branch "Is scallable" on true add a switch with this new variable and and set Selection length for each actor scale
my solution was to add a select node after get actor scale 3d and use the in forward axis enum as the wildcard, very clean with no extra variables. edit: i misunderstood your comment at first but will leave this here as another good way to add to the bp
How does the spline mesh know which spline it is attached to? I don't see any node where you input your spline component to your spline mesh component`?
Hi Kekdot, and thanks for this great tutorial. I have a question though, I hope you have a short time to answer it, it'd be a nice addition to your already great work. So here it is: When you enable your Spline Mesh Component collisions, how do you get its hit or overlaping results. I promoted the created Component to variable and used its hit and overlap nodes, they never seem to react to anything. Other object react well to the spline mesh, being corrctly blocked or physicaly bounced, but I can't get the the spline itslef to react. Other objects actually seems to react to the mesh iterations, not the spline mesh component. So, how would you do to get the spline component to let's say emit a sound when it's hit by something?
Hi, I faced such a problem when I use a spline, it deforms the meshes that I selected. For example, if I chose a cube, the spline will only spawn one side of the cube, and when I use a sphere, for example, spline flattens it. Could you help me to solve this problem thanks in advance)
Рік тому+1
Had the same problem and after checking 5 times my code i realised that i put a Divide node instead of an Add node in the "Get End Pos/Tangeant" function (7:35 in the video)
Hey. I was having a heck of a time trying to make this work. Lots of shit simply didn't work. Then I tried to simply delete the spline and replaced it with a brand new one and the code worked perfectly. Hope that helps someone else!
is there a way to do this but instead of a single mesh as the input u can use a full blueprint? Using it to create a tunnel and would love to be able to place lighting in the segments
can this kind of spline be used to connect 2 objects carried by a player character? for example the spline comes out of the character's backpack and connects to something in the player's hand?
I had the same issue. In the "Add Spline Mesh Component," scroll down to the Collision Presets. By default, it's set to "No Collision." I changed it to "BlockAll," and it worked for me.
hey, thanks a lot for this video, it's really helpful. But I have a problem, i tried to remake it at my project but it doesn't update at runtime, usually i have to set true and then again off a variable and it updates. But the real problem is when i try to make the spline go horizontally it breaks the mesh and start to rotate the mesh in strange ways
Get actor scale 3d doesnt have 3 returns for x, y and z... maybe because im using UE5.1? The node now returns a vector so its giving an error (vectoor not compatible with float). This is in the scale the spline part at the beggining. would apreciate some help 👌
Thanks for solution! As we know -in common 3d-editor - like maya or 3ds max - we can smooth spline or rebuild it that means that instead 5 point inside we will get 10 ones - can we do it in Unreal engine? What operations can i do with spline in UE?
thank you so much for this amazing tutorial!!! And would appreciate so much if anyone could help me with this question: can't really find "Set Forward Axis" component in UE5.2😢
Because the usefulness of having a public variable is to be able to modify it by the programmer, in this case it is taken automatically based on the length of the spine
How to edit this in a PCG Graph where all my nodes are? All the nodes here are in the construction script of a Blueprint , I build a fence using this but now I want to make a path through my fence in my PCG Graph Can anyone help please?
how would i add a variable to adjust the rotation of the mesh that is repeated along the spline? When I try to change the relative transform rotation on the 'add spline mesh component' it changes the rotation of the spline not the mesh on the spline. Any ideas?
UnrealityBites has a series on Building Structures that includes building a tunnel along a spline. He talks about making the tunnel walls capable of collision so you can walk inside them like a tunnel but not through them like walls. I think it's what you want. I believe it's somewhere around #8 in the series, give or take a few. Worth watching the lot just to understand how it works.
umm i am new and just started learning so i wanted to ask about the variables you have created. your static mesh variable for instance doesnt look like what i am getting here. also can you please show the functions/ local variables? pardon if i am asking something weird. just started blueprints you see.
This video helped me with that too, I'm pretty new to blueprints - around the 3:08 mark - ua-cam.com/video/OdjvlvGRYRE/v-deo.html&ab_channel=UnrealEngine
Hi, I think this has already been asked and maybe answered, but I'm still at a loss, great little tutorial though, but where or how do you create that original ..BP_BaseSpline that you drag into the scene and alter the settings of, quite new to this, any help would be most appreciated, thank you very much.
I hope you found your answer back in the day, but for any other beginners here's how. You create that "BP_SplineBase" like shown and instructed on the video. Then you create a child blueprint of that, which you then drag into a level. When blueprint's variables are set true for "expose on spawn" and "Instance editable", you then see those settings and can alter them inside the level editor.
I myself don’t experience this. Not sure why you are experiencing this. This is a very very lightweight blueprint so must be something else in your process.
I appreciate the tutorial.... but don't like how you kept out a few details so we go buy your patreon to see the rest of your blueprint. completely wasted my time...
Great F***king job.... "you can follow along" but the guy is not showing everything like local vars etc...... well I'm not subbing for Patreon, I lost 1h to figure this shit out ! "Thanks" for the tutor !!!
not sure whats wrong, its all 1:1 but mesh deforms to a plane thickness, im not setting its scale anywhere, the mesh is 40.4m long and its a pole with 2 cables each side
Hey guys,
👨🏫 My Patreon link:
www.patreon.com/kekdot
Download Project Files | Premium Tutorials | Courses
💦 Get our Game on Steam | Kekdot Center:
store.steampowered.com/app/1487180/Kekdot_Center/
Literally so simple and straight to the point. 9 minutes instead of these 30 minute to 1 hour videos I see explaining useless info. Bravo and thank you.
Hey, so I really appreciate that this tutorial shows how to make a really reusable blueprint that considers how not to warp a mesh. But it would be really helpful if there was an update which showed the process of creating the blueprint, so we could see the local variables being made, how you got a static mesh variable with a brick image, and more! I'm sure those who are more new to blueprints would also appreciate seeing how variables are made and how their type is changed! Again, the blueprint is great, it would just be helpful to see more of the process!
Super awesome tutorial! There's a lot of useful spline stuff on the unreal marketplace, but some of it is over-complicated for my use case. This is perfect. Thank you!
You could have saved some headache by expanding the "Local Variables" Section on the left in the blueprint. Took me a while to figure out what that Set Loop Index was!
Helped me Thx!
Best comment here, video is amazing but yea wish that was just expanded
Do you guys have a link that may show how to create the local variable?
@@Digital_Guerrero I'm also stuck at this point
@@SGA_Speedy After you create "FoorLoop" -> Right Click on it's "Index" -> "Promote to Local Variable" and then you can use it in Blue Print, dragging it from the "Local Variables" Panel
Amazing video. I had originally made a simple BP and I had to eyeball the length of each spline point so that it wouldn't stretch. This BP is fixes that issue entirely. Thank you!!
Finally found a good Spline tutorial!
You can use the dimensions of the mesh's bounding box for the section length
Thank you for this tutorial! It allowed me rework my own blueprint to be more dynamic. Have a nice day!
Thank you! this was really helpful with helping me catch an annoying behavior of the Spline in Unreal Engine 5 :)
Thank you so much for giving this code away for free. You are a big contribution to this awesome community!
Its not free, where are you seeing that ?
@IamNeighborlee He means the tutorial where I code it (give the code away for free). He does not mean the project files. Those you can download on my Patreon. Or you simply for free follow the video
This is absolutely incredible blueprinting work, definitely going to have to give this a try
Amazing tutorial, clean and efficient. Love it, thanks a bunch!!
Excellent tutorial! Congratulations on the wonderful work.
Hey! Very cool blueprint, thanks! Though my meshes, although i test simple cylinder, when i add a new point and make a turn, gets distorted, and I am pretty sure my nodes are correct. Do you have any clue about where could be the problem?
Thanks for sharing, perfect tutorial
@kekdot how do you solve for distorted meshes that some users see? The pipes you have all bend and contort nicely, but when I tried to reproduce your results, my meshes don't turn and rotate properly.
had the same issue, I changed the pivot point of my static mesh and made sure it was centered on all the axis on maya (x,y,z), it solved my problem. And make sure you have enough edge loops on your mesh, otherwise it wont bend nicely.
Great video as always, thanks very much! One question... Why do you need to clamp the tangent? Shouldn't tangents always be normalised? It feels like a small section length could mangle the tangent vector and have it pointing the wrong way once unreal renormalises it
Pretty good solution. You can make another public variable(ESpline Mesh Axis) in order to make the same blueprint compatible with all axis. You would have to make the variable i just said, connect it to the "Set forward axis" and at the beginning at the branch "Is scallable" on true add a switch with this new variable and and set Selection length for each actor scale
my solution was to add a select node after get actor scale 3d and use the in forward axis enum as the wildcard, very clean with no extra variables. edit: i misunderstood your comment at first but will leave this here as another good way to add to the bp
Super helpful. Thank you!
Very neat!
How does the spline mesh know which spline it is attached to? I don't see any node where you input your spline component to your spline mesh component`?
Hi Kekdot, and thanks for this great tutorial.
I have a question though, I hope you have a short time to answer it, it'd be a nice addition to your already great work.
So here it is:
When you enable your Spline Mesh Component collisions, how do you get its hit or overlaping results.
I promoted the created Component to variable and used its hit and overlap nodes, they never seem to react to anything.
Other object react well to the spline mesh, being corrctly blocked or physicaly bounced, but I can't get the the spline itslef to react.
Other objects actually seems to react to the mesh iterations, not the spline mesh component.
So, how would you do to get the spline component to let's say emit a sound when it's hit by something?
Beautiful
Hi, I faced such a problem when I use a spline, it deforms the meshes that I selected. For example, if I chose a cube, the spline will only spawn one side of the cube, and when I use a sphere, for example, spline flattens it. Could you help me to solve this problem thanks in advance)
Had the same problem and after checking 5 times my code i realised that i put a Divide node instead of an Add node in the "Get End Pos/Tangeant" function (7:35 in the video)
@ You save my time! Thanks dude!
ty Kekdot. Tried making a spline wall and been banging my head against ... THE WALL ... haha ... 😢
Hey. I was having a heck of a time trying to make this work. Lots of shit simply didn't work. Then I tried to simply delete the spline and replaced it with a brand new one and the code worked perfectly. Hope that helps someone else!
Thanks a lot for the tutorial, i got bonus question
Is there a way to animate position of start and end point? so my mesh will move along spline.
is there a way to do this but instead of a single mesh as the input u can use a full blueprint? Using it to create a tunnel and would love to be able to place lighting in the segments
Cool video! But I got a problem, after I packaged the game, spline meshes are missing.
can this kind of spline be used to connect 2 objects carried by a player character? for example the spline comes out of the character's backpack and connects to something in the player's hand?
Awesome tutorial, thank you. I'm not being able to make collision work though. Does anyone know what could have been wrong?
I had the same issue. In the "Add Spline Mesh Component," scroll down to the Collision Presets. By default, it's set to "No Collision." I changed it to "BlockAll," and it worked for me.
I need a spline tutorial for a VR teleport arch
hey, thanks a lot for this video, it's really helpful. But I have a problem, i tried to remake it at my project but it doesn't update at runtime, usually i have to set true and then again off a variable and it updates. But the real problem is when i try to make the spline go horizontally it breaks the mesh and start to rotate the mesh in strange ways
Get actor scale 3d doesnt have 3 returns for x, y and z... maybe because im using UE5.1? The node now returns a vector so its giving an error (vectoor not compatible with float).
This is in the scale the spline part at the beggining.
would apreciate some help 👌
If you're still looking for the answer then right click on the output and click Split Struct Pin to get x y z outputs
i need help on ue5 weapon system i always trying to look for something but its old and doesnt work so im asking if you can make a tutorial on that?
Is there a way to control the Spline Points in the Sequencer (animate)? Or even better, control the Spline Mesh with a Control Rig?
Never done that before
Thanks for solution! As we know -in common 3d-editor - like maya or 3ds max - we can smooth spline or rebuild it that means that instead 5 point inside we will get 10 ones - can we do it in Unreal engine? What operations can i do with spline in UE?
Would there be a way to do this without blasting draw calls through the roof?
Thanks - maybe I overlooked it - but are there primitives from splines - such as: circle, square, ellipse, triangle?
thank you so much for this amazing tutorial!!! And would appreciate so much if anyone could help me with this question: can't really find "Set Forward Axis" component in UE5.2😢
i think you have to get it from the 'Add Spline Mesh Component' node
How come when I add the spline it doesnt attach itself to the ground?
Question: Hello are there tutorials describing how to create controls to animate/Keyframe the "Spline Points" in Sequencer?
At the risk of asking a dumb question, how come the loop index variable has to be a local variable?
Because the usefulness of having a public variable is to be able to modify it by the programmer, in this case it is taken automatically based on the length of the spine
How to edit this in a PCG Graph where all my nodes are?
All the nodes here are in the construction script of a Blueprint , I build a fence using this but now I want to make a path through my fence in my PCG Graph
Can anyone help please?
select a mesh? show us how to make one please :D when I make a cube its not even possible to select
You have to turn these into static meshes afterward correct?
No all ready for use
I could make it thx. Is it possible to get a gap between the meshes while making the spline?
and how to disable that the Mesh deform by Curve?
how would i add a variable to adjust the rotation of the mesh that is repeated along the spline? When I try to change the relative transform rotation on the 'add spline mesh component' it changes the rotation of the spline not the mesh on the spline. Any ideas?
Hey, how did you get a function for "Set Start and End"? A little stumped since I'm newer at making blueprints.
Try disabling the "context sensitive" checkbox when searching for the node
Using UE5.3 , get start pos/tangent and get end pos / tangent functions don't seem to be available with or without context sensitivity@@DanMiller.
You have to make the functions yourself. which he shows if you watch a bit further along the video :)
How do you get the set forward axis node ?
i want to make a spline like a tunnel that i can walk inside of how do i do that?
UnrealityBites has a series on Building Structures that includes building a tunnel along a spline. He talks about making the tunnel walls capable of collision so you can walk inside them like a tunnel but not through them like walls. I think it's what you want. I believe it's somewhere around #8 in the series, give or take a few. Worth watching the lot just to understand how it works.
thanks a lot!@@tomwilliams6483
can ı use it in seuqancer?
umm i am new and just started learning so i wanted to ask about the variables you have created. your static mesh variable for instance doesnt look like what i am getting here. also can you please show the functions/ local variables?
pardon if i am asking something weird. just started blueprints you see.
This video helped me with that too, I'm pretty new to blueprints - around the 3:08 mark - ua-cam.com/video/OdjvlvGRYRE/v-deo.html&ab_channel=UnrealEngine
is there anyway to make it deform terrain like for roads rail roads etc?
there is a built in landscape spline tool for this
Hi, I think this has already been asked and maybe answered, but I'm still at a loss, great little tutorial though, but where or how do you create that original ..BP_BaseSpline that you drag into the scene and alter the settings of, quite new to this, any help would be most appreciated, thank you very much.
also stuck here :/
did you find a solution
I hope you found your answer back in the day, but for any other beginners here's how.
You create that "BP_SplineBase" like shown and instructed on the video. Then you create a child blueprint of that, which you then drag into a level.
When blueprint's variables are set true for "expose on spawn" and "Instance editable", you then see those settings and can alter them inside the level editor.
why does it start lagging from 80 to 20 fps
pls help...
I myself don’t experience this. Not sure why you are experiencing this. This is a very very lightweight blueprint so must be something else in your process.
I believe it's a bug, I followed this tutorial on 5.1 and it was extremely slow, I tried it on 5.03 and its working without lag.
@@brumakpker me too
why dont you start by showing how to create the f.. spline????
dutch moment
I appreciate the tutorial.... but don't like how you kept out a few details so we go buy your patreon to see the rest of your blueprint. completely wasted my time...
grr good but also bad tutorials. need set node loop variable
Great F***king job.... "you can follow along" but the guy is not showing everything like local vars etc...... well I'm not subbing for Patreon, I lost 1h to figure this shit out !
"Thanks" for the tutor !!!
Thank you so much mate. There is some way to modify the espline in game?
Simply expose all functionality to the users and it can be controlled in game
@@Kekdot thank you! You know if there is some tutorial about that?
not sure whats wrong, its all 1:1 but mesh deforms to a plane thickness, im not setting its scale anywhere, the mesh is 40.4m long and its a pole with 2 cables each side
Does your mesh have more than 4 vertices in it? If it’s just a plane (four vertices), you don’t have enough subdivisions to make it happy.
I'm spawning this spline on run time to create a bridge but it does not spawn with any material.