verry nice tutorial thank you for this! Any sugestion on how to make it so the Spawned objects can also go in revers around the spline? As is the objects will stop at the start of the spline. I am trying to use this to make Tank tracks so i would need them to go forward and back 😅
Thank you for your comment I appreciate it 🙏 Yes it is actually possible and not complicated. In 14:03 when we create the Move Actor function, add a new input to the function that takes a sign, a variable that can take a value of 1 or -1. Then when we multiply the speed by the delta, multiply the result by the "sign variable" this with give us a positive or negative speed, if it is positive the actor will go forward if it is negative the actor will go backward. Don't hesitate if you have more questions 😊
@@YedesCodes Thanks a lot that is a more clever way of doing it. I also had the isue that the spawnend object would stop at spline length 0 when going in Reverse. so by copying the way you moved the object back to the start if it hit the end and by looking if the object would be at a distance of less than 0 it now keeps going !!!!
@@YedesCodes I also had the issue that the objects would not space evenly on the Spline. this was caused by the Get world Delta Second Node. by removing this node and directly setting the speed at just 1 the objects no longer have fluctuating gaps between them! the last thing i am having problems with is the objects follow the spline but when they should normally rotate upside down, they instantly glitch back to have there normal Z pointing up. i tried fixing this by actually rotating the Spline but this makes the object rotated now at the point that they glitch. Do you have the any suggestions?
@@B.VanhalterenTechnologies There shouldn't be any problem with the normal because we get the location and the rotation from the Spline. You can email me if you want so we can discuss in details the problem you have
Could you please extend this technique so we can move niagara systems along the spines? like a wind stream, like you see in games like ghost of tsushima
Yes it is ! The variable "Split Distance" is created to set evenly the actors! you can set this variable following other algorithms or even a fixed distance ! You just have to make sure that this SplitDistance will always be in the range ( 0, SplineLength )
good video bro....question. in this setup can i use a character to follow the path
Thank you for your comment 🙏
Yes you can do it with characters also, you need to set the animations to match the movements
Nice metahuman. Had to double take
@JonJagsNee Thank you it means a lot coming from you 🙏 I recognized you since I followed a couple of your tutorials in the past
@@YedesCodes Glad to help :D
Very cool!
Thank you for your support! I appreciate it 🙏
verry nice tutorial thank you for this! Any sugestion on how to make it so the Spawned objects can also go in revers around the spline? As is the objects will stop at the start of the spline.
I am trying to use this to make Tank tracks so i would need them to go forward and back 😅
Thank you for your comment I appreciate it 🙏
Yes it is actually possible and not complicated. In 14:03 when we create the Move Actor function, add a new input to the function that takes a sign, a variable that can take a value of 1 or -1. Then when we multiply the speed by the delta, multiply the result by the "sign variable" this with give us a positive or negative speed, if it is positive the actor will go forward if it is negative the actor will go backward.
Don't hesitate if you have more questions 😊
@@YedesCodes Thanks a lot that is a more clever way of doing it. I also had the isue that the spawnend object would stop at spline length 0 when going in Reverse. so by copying the way you moved the object back to the start if it hit the end and by looking if the object would be at a distance of less than 0 it now keeps going !!!!
@@B.VanhalterenTechnologies You are welcome !
Exactly ! that should perfectly work!
@@YedesCodes I also had the issue that the objects would not space evenly on the Spline. this was caused by the Get world Delta Second Node. by removing this node and directly setting the speed at just 1 the objects no longer have fluctuating gaps between them!
the last thing i am having problems with is the objects follow the spline but when they should normally rotate upside down, they instantly glitch back to have there normal Z pointing up. i tried fixing this by actually rotating the Spline but this makes the object rotated now at the point that they glitch. Do you have the any suggestions?
@@B.VanhalterenTechnologies There shouldn't be any problem with the normal because we get the location and the rotation from the Spline.
You can email me if you want so we can discuss in details the problem you have
So cool!!
Thank you for your support! I appreciate it 🙏
Could you please extend this technique so we can move niagara systems along the spines? like a wind stream, like you see in games like ghost of tsushima
Thank you for your comment. I appreciate it 🙏
I will consider your request, I will take a closer look at it, and I will try my best 😊
@@YedesCodes Thanks a lot, Looking forward to more tutorials from you☺
Is there a way to spwan the actors unevenly along the spline? Right now its spawning evenly according to the tut you shared.
Yes it is ! The variable "Split Distance" is created to set evenly the actors! you can set this variable following other algorithms or even a fixed distance !
You just have to make sure that this SplitDistance will always be in the range ( 0, SplineLength )