Hi guys I am trying to make a cable spline in UE4 blueprints
similar to this one and am wondering if it is possible to span a spline mesh across multiple spline points. I want to create some very long cables with little details and conforming them to just one spline point makes it a bit repetitive. Does anyone know how I could do this? I have tried adjusting the index for the end point to be more than 1 of the start point but that just causes an odd effect where the order of the spline points seems to get messed up.
The blueprint I'm using
Replies
It's a bugger sorting out the tangents automatically though so might not be ideal.
Things get a bit involved if you want to make long things with spline meshes. If you're wanting to do it a lot it's worth sitting down and coming up with a robust, generalised solution.
I ended up reconstructing the spline in the construction script, placing new points based on its length VS the length of the spline mesh, that meant it was easy to set tangents and to ensure the spline mesh didn't get overstretched. It also meant I didn't have to place many points when making long splines (I was working over kilometres rather than metres)
There's a tool on the marketplace that does the same and more for $50 or so - given the work involved I'd be tempted to just buy that tbh.
You only really get good results if you have one mesh per segment - you can pull start/end positions/tangents from the points that way.
As I said, you're best off reconstructing the spline in the construction script and then adding a mesh per segment
When you say "reconstructing the spline" do you mean that I create a blueprint that inserts a certain amount of points along the line based upon its length and then recalculate that every time I lengthen it?
This is cos points cant be added part way along a spline - only at the end.
Iirc you then delete the old spline points and add the new ones to the existing spline.