For those who want to make your character walk/run on the roads, put "Set Collision Enabled" node after "Add Spline Mesh Component" and set New Type as "Collision Enabled (Query and Physics)"
Could you tell us 8:39 what happened here please? How did you connect it seamless like this? Also any way to make it create new spline automatically once mesh length is reached to avoid stretching and inconsistency? thanks
Easy and basic, but if I stretch the spline beyond the length of the mesh, it stretches the mesh also. For instance, the length between each spline point should equal the length of the mesh. Go beyond that, and the mesh gets longer, thus distorting it. Isn't there a way to get the spline to automatically add a new spline point whenever it reaches its full length?
you could set up a max distance (max segment length ) that you get from your input mesh by collecting the bounds of the mesh and using the x or y depending on orientation. you can then either choose to add a point at the last interval and then move your last point to the distance of your segment. You can take it further if you want to, by adding another variable at the start and call it your input road segments or distance and build straight roads automatically.
To add to Yuuri Shinoda's comment about enabling collisions, in the 3rd person demo, you might realize that the character's feet are falling through the mesh. To fix this, select the "Add Spline Mesh Component" node in your construction script, and disable the "Can Character Step Up On" option, and set the collision preset to "BlockAll".
easy to follow video for the most part, but how could one add script to have a randomized spline spawn on construction or begin play to go from point a to b?
For me the min value , you have at 2, had to be set to how every many points my road is. Else it isn't visible. At 2, i get a spline but no road visible. So have set it to the nr very high. Don;t know why it is different, everything else is the same.
Been hopping around Houdini, OSM, UE Landscape tools etc and finally found this! Quick, easy and super useful. Thank you so much for uploading this. I really appreciate this!!!
So there's 80+ comments not talking about the most important thing, the texture isn't tiling along the spline how can i achieve that without spamming points on my mesh spline? is there a way to set tiling on a spline segment based on the distance between the 2 points of the segment?
I am trying to do this in unreal engine 5 but can't seem to find the integer + integer anywhere even with context sensitive turned off :( can anyone help
his material was also stretching from spline to spline. to make it better you'd need to find the bounding box of an object and and have it add a new component every x instead of every spline. alternatively you can. just add a new spline every x manually to solve the problem
Hello, I'm trying to do this but with a smaller road and smaller car. But I can't seem to get the unreal engine 5 car sample to work by scale .005, it floats in the air instead of moving on the ground. How do I fix this with this car
Bro thank yoouu! this saved me so much, because I'm using a google earth geolocation and its imported as an actor, so I cant use the Landscape spline tool Thank you
ive been looking for tutorials about road networks, i have no idea how to even remotely wrap my head around them. having 1 long path is fine ... but what if i want an intersection ... lights or buildings on the side ? i know you can do it with splines but i always get the same tutorials that just show 1 line. i cant afford houdini either so please don't suggest that.
This is great but im having problems with seeing or editing the spline in the level. however i can edit it in the vieport of the blueprint, anyone know why this is happenng?
Hey! great tutorial bro.. 3.7 meters would be the width of a single lane mate, if you are modeling a two lane road, the mesh width should be 7.5 meters.. well, you could always scale it up on unreal though, but since I believe you were trying to model it using real life sizes
Dude yesterday I was thinking about how to create any road system and if I'd have to create a whole map in blender (which I could never do XD). Well this just takes care of my problem. Thanks!
How would you avoid multiple actors following a path bumping into each other? Any way to leave space without making them travel in a line? A good example of what I'm talking about is a tower defence game.
So apparently trying to have one mesh between two spline points that are far away from each other (think one long straight road) isn't ideal for this BP. I had my mesh stretch like it was being pulled into a black hole
Always like your tutorials !!! Was able to attach an NPC to spline for a "controlled path roam" thanks to this video ! Anyway, thanks for all your tutorials, makes my UE understanding and my games better and better every times :D
Fantastic tutorial. How would you go about getting an object to ride along several different splines? For instance, lets say the player is in a space ship and they have the choice to fly to planet A, B, or C. Let's say the player clicks 'B', so the space ship knows to then move along spline B down to planet B. The player gets out of the ship, explores planet B for a bit, and then returns to the space ship with the desire to travel to planet C. Now back in the space ship, the player clicks 'C', and the space ship then moves along a spline that travels from planet B to planet C. All of the splines would be interconnected with all of the destinations, so the player could freely pick which one they want to move along, and the ship will travel there. Does that make sense? How would you do something like that, and would you use splines?
You should maybe put invisible collision box around the cars and when they touch that box, it will activate some "stop" action. It's just my opinion :)
As I've seen other tutorials like this, to easily create rails, pipes and stuff along the splines, but why would you use is for creating roads? As Unreal Engine has this feature already covered in their landscaping mode, where it even automatically adjusts the landscape if you lower or raise the road.