I'm late but might help someone in the future. I had the same issue. When promoting the Variable of the ''Get Actor of Class'' its ''Variable Type'' didnt set properly by itself (like it did in the video), so I had to manually change it to ''Object Reference''.
I just wanted to pop in and thank you for this tutorial. It was really simple and easy to follow, and you kept things concise. I was able to easily adapt it to my needs (having the path in the blueprint for the object instead of in a separate Blueprint).
Great tutorial. A road system would be great to see. I also want to thank you because it so detailed. Some in the unreal community show great stuff but don't show you how to do anything so they keep the secrets to themselves. So thanks for what you do!!!!
Hi everyone, just quickly. I was having troubles increasing the spline targets size without breaking it. You can add a new vector variable, make it editable and plug it in to the "New Transform Scale" which is on the SetActorTransform Node. Then you can change the size in the details panel.
Hi, Im currently following this tutorial and I know some things have changed with UE 5.3, but Im stuck at 8:48, "get spline" isn't showing up, not sure if this is because something i missed earlier on or if its something differ in Unreal now? can anyone help (so far really great tutorial btw)
Thanks for the video! While it isn't exactly what I need since I am looking for having an AI actor grab a spot along a spline, this certainly helps to narrow down how I can do this.
How can i modify this to be able to have multiple splines/objects. For example if i'm trying to have..5 cars going on a road at different speeds and directions. I tried duplicating everything , and when i play the engine, all the objects snap to the first spline and all move at the same time. Thanks!
I change the number in Lerp and then change the time in to complete in seconds (i had to duplicate the BP of the object to make that, so instead of have 1 BP for 1 car, you must use 2 or more for every car that you want, and then if you want to change the position of the cars you must go to the viewport inside the BP and move the car in the viewport) that works for me but i'm not making a game, i'm making an animation so i don't know if this would work correctly without bugs in a game.
@@danieligna4214 You have to put a high number in lerp, so if you have a time in complete of 600 seconds, you must put 4000 in lerp to see the difference, and with that you can understand how lerp works. For example, i use it for a knight walking for a path around towers in a castle, and i want to put 2 knights together for every 10% of the path, so that means a total of 20 knights walking. I had to make 10 BP, every BP with 2 Knights walking, and incrementing the lerp by 4000 every BP and reducing the time to complete by 10% for every BP, so the first BP has 600 TCS (Time to complete in seconds) and so i put 540 TCS in the second BP, and in the third BP 480 TCS and so on with the others BPs
I am stuck on the step at 8:43. I cannot locate anything in Variables by searching "get spline" Any ideas where I can find the thing we need to locate at this point in the tutorial? I am new to blueprints and trying to follow along in UE 5.0. Thanks!
@@Véraruk My main goal for want to learn this was to move a camera. Since posting my comment, I have learned about cinematic camera rail rigs, which solved my problem. I have not attempted to attach anything to the rail rig other than a camera, but I have seen other tutorials where a cube is attached the the rail, then the camera attached to the cube. (to give height, but I think there is another method to give height...) In any case, might be a technique to look into.
Another great tutorial Matt! A request for future video: Combat Music I.E. ,how to make a song play when an enemy AI character(s) sees the player, and how to make the song stop/fade out when all nearby enemies are dead. If you could make this tutorial, it will be of great help to my current project! Thank you!
I've got my player character as a child to the object following the spline, so it'll always follow a track while maintaining movement, however, although they rotate fine together, my movement axis does not, so eventually left and right become up and down etc. Any ideas how to correct?
11:40 when I added the get location it broke the compiler saying "the property associated with Spline could not be found in Game/Blueprints/SphereFollow.SphereFollow_C. In this case I named my blueprint actor SphereFollow. And now my blueprint in the UE viewport says Blueprint BAD. The red error box also is only on the Get Spline / Target>Spline nodes for some reason.
Hi. Is there an easy way to allow for the onject to stop for say, collision and start again? I am trying to figure out how to do this because when I put a delay at begin, object jumps to where it should be on spline had delay not stopped it
Great tutorial...Thank you, I was going in the other direction where i want my cube to stop at the end of every spline break. I would like to set a speed instead of using time and give a count to how many spline steps to take. Is this something you could or would be interested in doing?
What do you do if you have multiple splines in the scene, and want the spline BP to be changeable? Setting the Get actor of class to a variable and exposing it seems to break the bp.
Trying to follow this in UE5.2. Many of the stuff is different. For example the part with the timeline. Nodes look different and functions7set up looks different. Can't follow. Will look for a more recent tutorial on this.
Now we need the same thing but with physics, so we can make coasters 👍👍👍Btw, if you could do an actual coaster tutorial, that would be amazing and a world first
NICE ! , do you know how to start from a spasfic point in the spline ? if I want to make more than one object on the spline and they are on a different distance ?
Can i use this as a MASTER BLUEPRINT and add new spline paths? Or do I have to create a new blueprint from scratch for each new spline path? I already managed to create multiple blueprints with different characters and animations but they all follow the same path.. I created a new spline and path but it seems tricky to slot it into an existing blueprint..
Thank you for posting this man, really helped out with some lighting tricks I'm trying out, do you know if it's possible to combine the two BP's into one so that multiple can be placed?
Usually you will also want to set GetRotationAtDistanceAlongSpline with World Coordinate Space, in case someone do not understand why their cube is not facing path direction
hello, what alterations to the code would need to be done to make the objects move at a fixed speed no matter the length of the spline? using this tutorial for a tower defence project :D
This tutorial works GREAT! What I need now is to have many objects (50) in a line on the same spline with equal distance between each. Like ants following each other. Is this doable?
Hello, thank you for the tuturial, worked great, bar some nodes seem to be different using 5.1. But got it anyways. I also followed a video on buoyancy and got a boat working, but cant seem to get it to follow the spline at the same time. Is this not possible?
Hi Matt, Hopefully you can help lol , i have managed to get this working however this has stopped my rotation movement component from working. Could you offer any advice ? Think Dancers moving on a simple loop spline , i want them to spin as well as moving along the spline. TYI
Thanks a lot I don't want to add spline to the world outliner. I want to add spline within a blueprint class which is having many parts, and spline should be applicable only to few parts or assembly. Can you help me to get that done.
Hi matt, I've got a problem with the spine, My object does not rotate when active and its quite annoying as it looks out of place, any idea on what it could be
Works with Camera as long as you make a BP pawn not actor with the camera. Same code Except UE5.2+ rather than drag from spline ref you don't bother with that at all & drag directly from "Get Actor of Class" for spline (A reference from spline BP - not spline ref which i told you to ignore already).
I am loving this but ran into an issue where I am only being given the option of Get All Actors of Class and not the singular, rather stuck. Any suggestions on what I did wrong?
How can i set a constant speed? Whatever valuse i change it only move the actor start point into anoter section of the spline, or don't move at all. It always start slow, accelerate and slow down. I have a pretty long looping spline into a small village, and the nps is starting almost steady, slowly increase the walk and slowly decrease almost stopping, but the walk animation it's obviously still rolling.
But can you make tutorial - How to move OBJECTS along spline??? Like a train, or convener belt or simplified traffic, or the futuristic flying cars in the sky traffic. Yes, some delay and separation between objects could be good, like in a real traffic, but there is many cases where just simple spline + many moving objects on it is enough, especially in wider environment. There is literally no such tutorial.
It works, thanks a lot for the works you do here? love your channel. But I have a little problem. It works great with kinda short splines, but with long my mesh (boat) disappears in a half way and I have no idea about the reason.
Great video! Could you make a tutorial on projectiles slowing down when your character is in speed? For example on a train, when you shoot, the bullet slows down? Thanks :)
Awesome tutorial. If I want the mesh to bend (for example: the mesh is a worm), would I need to add a skeletal mesh to it? Will it do it automatically then?
Hello colleague, how are you? In your video, the object will always start from the initial tip of the spline, is it possible to make it start from any other position? Example: I play Mario Kart, I'm there in the middle of the race and I throw the turtle shell, it will start from the position the player is in, and not from the beginning of the spline.
If the player on top of it they teleport back to the start of a spline is there a way to stop the player from teleporting and the spline also go through the player when they stand still in front of the path for the player i am trying to use this for a level with a lot of moving platformers
Im doing the same thing in unreal engine 5 with the spline path, When selecting the object in the outliner its location does not update when moving along the spline. This makes the look at tracking feature on the cine camera not work. Is there a version of this which actually updates the location?
I created a road system with splines that goes over hilly terrain. Is it possible to attach my vehicleBP to that spline system in the blueprints or is there a way to use the splines that I made in your tutorial here to automatically "rest upon" the road system I created? Or do I need to modify the placement of each individual spline to match the surface of the road? I hope I phrased all that so it's understandable. Thank You.
Awesome work Matt! I was thinking of this approach to control the path of a boulder rolling down a hill.... but... the boulder doesn't "Roll" along the splin using this method. Is there another way you can think of that would work with keeping a boulder on a track while it is rolling?
Hi, if I want to do a car instead of a cube, i should go for SkeletalMesh i BluePrint Actor right? And then attach in Anim Class for instance Animantion_BluePrint_Car?
Hey guys I can't seem to connect the Spline REF and the -> get spline node at 8:45. Any Ideas why?
same
same!
I'm late but might help someone in the future. I had the same issue.
When promoting the Variable of the ''Get Actor of Class'' its ''Variable Type'' didnt set properly by itself (like it did in the video), so I had to manually change it to ''Object Reference''.
I just wanted to pop in and thank you for this tutorial. It was really simple and easy to follow, and you kept things concise. I was able to easily adapt it to my needs (having the path in the blueprint for the object instead of in a separate Blueprint).
I love that you are making great tutorials without wasting much time by getting directly to the point has point. Keep it up
Thank You, Thank You!!! This is the fifth tutorial I've watched on animating objects along a spline path, and the first one that has actually worked.
I wasn't looking for this tutorial, but I'm thrilled that I found it. The logic has great capabilities. Thank you.
Great tutorial. A road system would be great to see. I also want to thank you because it so detailed. Some in the unreal community show great stuff but don't show you how to do anything so they keep the secrets to themselves. So thanks for what you do!!!!
This is just what I needed to give the enemies on my top down arcade a more smooth movement. 1000 thanks.
You’ve saved my ass on an assignment. Even though this is slightly outdated, it still works completely fine!
Yes please, more spline tutorials. Thanks Matt. 👍
this is awesome. Im hoping to find out how or if its possible to replicate or instance a BP along a spline as opposed to having it moving
Matt, your channel is incredibly helpful. Thank you very much for doing these videos.
Hi Matt, fantastic tutorial, as always.. Thanks
Thank you Matt. and Do you know why the node Float/Float is missing in UE5? Is there some replacement?
Added this to my watchlist. Thanks for sharing!
Hi everyone, just quickly. I was having troubles increasing the spline targets size without breaking it. You can add a new vector variable, make it editable and plug it in to the "New Transform Scale" which is on the SetActorTransform Node. Then you can change the size in the details panel.
Hi, Im currently following this tutorial and I know some things have changed with UE 5.3, but Im stuck at 8:48, "get spline" isn't showing up, not sure if this is because something i missed earlier on or if its something differ in Unreal now? can anyone help (so far really great tutorial btw)
compile the splinepathbp again and save it. It should work then
@@Conno81 thanks, I think I also forgot to set the actor class in the get actor of class and now its working
Legend! Love your content! Liked and subbed
A1 tutorial!! Thanks for the help, mate!
Happy to help!
Thanks for the video! While it isn't exactly what I need since I am looking for having an AI actor grab a spot along a spline, this certainly helps to narrow down how I can do this.
Great video!
Would you recommend this approach for a physics based skateboarding grinding mechanic?
It would definitely work yep, you could maybe even randomise the rotation on the Z too to make it look more dynamic
@@MattAspland appreciate your reply!
How can i modify this to be able to have multiple splines/objects. For example if i'm trying to have..5 cars going on a road at different speeds and directions.
I tried duplicating everything , and when i play the engine, all the objects snap to the first spline and all move at the same time.
Thanks!
I change the number in Lerp and then change the time in to complete in seconds (i had to duplicate the BP of the object to make that, so instead of have 1 BP for 1 car, you must use 2 or more for every car that you want, and then if you want to change the position of the cars you must go to the viewport inside the BP and move the car in the viewport) that works for me but i'm not making a game, i'm making an animation so i don't know if this would work correctly without bugs in a game.
@@dt295 Thanks for the reply, I'll give it a try.
@@danieligna4214 You have to put a high number in lerp, so if you have a time in complete of 600 seconds, you must put 4000 in lerp to see the difference, and with that you can understand how lerp works. For example, i use it for a knight walking for a path around towers in a castle, and i want to put 2 knights together for every 10% of the path, so that means a total of 20 knights walking. I had to make 10 BP, every BP with 2 Knights walking, and incrementing the lerp by 4000 every BP and reducing the time to complete by 10% for every BP, so the first BP has 600 TCS (Time to complete in seconds) and so i put 540 TCS in the second BP, and in the third BP 480 TCS and so on with the others BPs
I am stuck on the step at 8:43. I cannot locate anything in Variables by searching "get spline" Any ideas where I can find the thing we need to locate at this point in the tutorial? I am new to blueprints and trying to follow along in UE 5.0. Thanks!
I'm having this problem as well, despite having gone over every step from the video several times! I can't find what I'm missing
@@Véraruk My main goal for want to learn this was to move a camera. Since posting my comment, I have learned about cinematic camera rail rigs, which solved my problem. I have not attempted to attach anything to the rail rig other than a camera, but I have seen other tutorials where a cube is attached the the rail, then the camera attached to the cube. (to give height, but I think there is another method to give height...) In any case, might be a technique to look into.
@@whitneydesignlabs8738 Thank you for the reply! At least worth having a look at : )
Just in case anyone wondering, create a "Get (a copy)" node out of your spline REF variable, then you'll be able to get your spline
@@Alex-fv5qx How?
Great tutorial, but I have a question: what if you have multiple spline paths? could you make the cube move along the nearest spline path?
Made a coaster and it works so well! Thank you !
Could we replace the cube for a camera as well in this tutorial ?
YES!
What a great tutorial. It was easy to follow and give good instructions.
Awesome tutorial. Thanks a ton.
Exremely useful video, the BP works like a charm. Many thanks!
Another great tutorial Matt!
A request for future video: Combat Music
I.E. ,how to make a song play when an enemy AI character(s) sees the player, and how to make the song stop/fade out when all nearby enemies are dead.
If you could make this tutorial, it will be of great help to my current project! Thank you!
th-cam.com/video/O88PwLAYAoc/w-d-xo.html
Great idea, I have this video for chase, but I could add yours onto my list too :)
th-cam.com/video/O88PwLAYAoc/w-d-xo.html
I've got my player character as a child to the object following the spline, so it'll always follow a track while maintaining movement, however, although they rotate fine together, my movement axis does not, so eventually left and right become up and down etc. Any ideas how to correct?
11:40 when I added the get location it broke the compiler saying "the property associated with Spline could not be found in Game/Blueprints/SphereFollow.SphereFollow_C. In this case I named my blueprint actor SphereFollow. And now my blueprint in the UE viewport says Blueprint BAD. The red error box also is only on the Get Spline / Target>Spline nodes for some reason.
I finally was able to put this in one of my levels and IT IS GLORIOUS! 😃
Hi. Is there an easy way to allow for the onject to stop for say, collision and start again? I am trying to figure out how to do this because when I put a delay at begin, object jumps to where it should be on spline had delay not stopped it
Did you ever figure out object jumping ? I have 10 duplicate objects . 2 jump, 8 move smoothly but they're all same bp.
Great tutorial...Thank you, I was going in the other direction where i want my cube to stop at the end of every spline break. I would like to set a speed instead of using time and give a count to how many spline steps to take. Is this something you could or would be interested in doing?
Thank you so MUCH for this clear tutorial Matt, much appreciated !
What do you do if you have multiple splines in the scene, and want the spline BP to be changeable? Setting the Get actor of class to a variable and exposing it seems to break the bp.
Matt saves the day once more!
Trying to follow this in UE5.2. Many of the stuff is different. For example the part with the timeline. Nodes look different and functions7set up looks different. Can't follow. Will look for a more recent tutorial on this.
can we make something like a long pipe from a cylinder and have it follow the spline but correctly curve/bend as the spline curves and loop?
Now we need the same thing but with physics, so we can make coasters 👍👍👍Btw, if you could do an actual coaster tutorial, that would be amazing and a world first
Great idea!
That would be an amazing IDEA!
I need this right now lol
Thank you! This was great! :)
Thank you abs what i needed.Clear explanation
Top work mate 😍
Thank you!
bro i can t get the spline from the other blueprint , im using ue5.
Had the same problem, didnt compile the spline BP yet xD
@@afdeling1c Underrated comment, thank you haha
Another great video! thanks Matt!
Thank you for the tutorial. Is there a way to make the object go off the original spline in an angle and then come back to the original spline?
Yes, Matt, can you add a road to the spline and a mesh to the cube. I just want to see how this all works.
NICE ! , do you know how to start from a spasfic point in the spline ? if I want to make more than one object on the spline and they are on a different distance ?
Yes. Expand upon it. Crazy Idea for a Game Jam:
"A game using 3 or 4 things one learns from this channel. " 💭
Can i use this as a MASTER BLUEPRINT and add new spline paths? Or do I have to create a new blueprint from scratch for each new spline path? I already managed to create multiple blueprints with different characters and animations but they all follow the same path.. I created a new spline and path but it seems tricky to slot it into an existing blueprint..
9:00 How do I change the "Straighten connection to get spline" value?
Thank you for posting this man, really helped out with some lighting tricks I'm trying out, do you know if it's possible to combine the two BP's into one so that multiple can be placed?
Usually you will also want to set GetRotationAtDistanceAlongSpline with World Coordinate Space, in case someone do not understand why their cube is not facing path direction
Is it possible to make it the other way around? That the spline follow the object in a way the spline itself is formed?
hello, what alterations to the code would need to be done to make the objects move at a fixed speed no matter the length of the spline? using this tutorial for a tower defence project :D
Thank you for the amazing tutorial! Do you know if this system would work in Sequencer? ( e.g a camera to follow the spline ? )
This tutorial works GREAT!
What I need now is to have many objects (50) in a line on the same spline with equal distance between each. Like ants following each other. Is this doable?
I know this is an old video but can you do this in UE5 where the object is the player? Trying to make something like The Trail on mobile.
Very good tutorial
Glad you liked it
Hello, thank you for the tuturial, worked great, bar some nodes seem to be different using 5.1. But got it anyways. I also followed a video on buoyancy and got a boat working, but cant seem to get it to follow the spline at the same time. Is this not possible?
Hi Matt, Hopefully you can help lol , i have managed to get this working however this has stopped my rotation movement component from working. Could you offer any advice ? Think Dancers moving on a simple loop spline , i want them to spin as well as moving along the spline. TYI
Thanks a lot
I don't want to add spline to the world outliner.
I want to add spline within a blueprint class which is having many parts, and spline should be applicable only to few parts or assembly.
Can you help me to get that done.
hey, quick question. how do i make a trigger so that the spline does not start right away? i am using a spline to make a chase scene in my horror game
got as fare as you do the sline ref and my unreal editer dosent do the options like yours can you pls update for 5.1 unreal plz
Hi matt, I've got a problem with the spine, My object does not rotate when active and its quite annoying as it looks out of place, any idea on what it could be
Works with Camera as long as you make a BP pawn not actor with the camera. Same code Except UE5.2+ rather than drag from spline ref you don't bother with that at all & drag directly from "Get Actor of Class" for spline (A reference from spline BP - not spline ref which i told you to ignore already).
That great but how would I make my bomber follow spine in the air also my bomber is a blueprint?
You could do the same as this video, just place it in the air
@@MattAspland It was when you added the box I was trying to add the bomber blueprint but did not show up under the add components?
I am loving this but ran into an issue where I am only being given the option of Get All Actors of Class and not the singular, rather stuck. Any suggestions on what I did wrong?
Same here...
@@johndaniel6490 This function wasn't added until UE 4.23 You may be using an older Version.
How can i set a constant speed? Whatever valuse i change it only move the actor start point into anoter section of the spline, or don't move at all. It always start slow, accelerate and slow down. I have a pretty long looping spline into a small village, and the nps is starting almost steady, slowly increase the walk and slowly decrease almost stopping, but the walk animation it's obviously still rolling.
Instead of setting the timeline points to auto (7:24), set them to linear.
@@MichaelRoyalty Yep find out after some tries completely randomly.
@@IllGib Since it was 2 months after your comment I figured you'd already solved it, but hopefully this helps the next person who has that question!
Thx for this amazing tutorial! I have one question: At the final step, how to draw a specified trajectory for expamle a circle or an "8" ?
obsessed with soft design now and more obsessed with cool scales Nd stuff.
very helpful info!
Thank you for the tutorial!
But can you make tutorial - How to move OBJECTS along spline???
Like a train, or convener belt or simplified traffic, or the futuristic flying cars in the sky traffic. Yes, some delay and separation between objects could be good, like in a real traffic, but there is many cases where just simple spline + many moving objects on it is enough, especially in wider environment.
There is literally no such tutorial.
Is there an easy way to create a precise spline path for example a loop/oval path with certain dimensions?
nice! how to make object follow you(character) ? like its been connected to the rope with you?
Is there any way to DEFORM object when moving around spline
How do you add collision to the mesh moving on the spline? Do i need to check the sweep box?
It works, thanks a lot for the works you do here? love your channel.
But I have a little problem. It works great with kinda short splines, but with long my mesh (boat) disappears in a half way and I have no idea about the reason.
Great video! Could you make a tutorial on projectiles slowing down when your character is in speed? For example on a train, when you shoot, the bullet slows down? Thanks :)
You have a new subscriber
Trying to Get Actor of Class singular but only option is the Get All Actor of Class with the array. Is this a matter of the version of Unreal Engine?
Having a hard time making this spline blueprint play in the sequencer, I call the "Move Object" event as a trigger but it doesn't move
World Partition/Map Tile Loading Causing Issue. It's Breaking the Movement when tile loading.
How to Fix this?
how do I make a mission where I chase the enemy along a pre-defined path, where the enemy jumps over obstacles and runs?
what if you have multiple splines in your project?
Awesome tutorial. If I want the mesh to bend (for example: the mesh is a worm), would I need to add a skeletal mesh to it? Will it do it automatically then?
Is there a way to stop it and start it again manually?
Hello colleague, how are you?
In your video, the object will always start from the initial tip of the spline, is it possible to make it start from any other position?
Example: I play Mario Kart, I'm there in the middle of the race and I throw the turtle shell, it will start from the position the player is in, and not from the beginning of the spline.
Thanks bro! Really nice tutorial.Im really bad with this things :D
If the player on top of it they teleport back to the start of a spline is there a way to stop the player from teleporting and the spline also go through the player when they stand still in front of the path for the player i am trying to use this for a level with a lot of moving platformers
Great job, thank you
Thank you very much...
Im doing the same thing in unreal engine 5 with the spline path, When selecting the object in the outliner its location does not update when moving along the spline. This makes the look at tracking feature on the cine camera not work. Is there a version of this which actually updates the location?
can you do one like this but add physics to make like roller coasters
I created a road system with splines that goes over hilly terrain. Is it possible to attach my vehicleBP to that spline system in the blueprints or is there a way to use the splines that I made in your tutorial here to automatically "rest upon" the road system I created? Or do I need to modify the placement of each individual spline to match the surface of the road?
I hope I phrased all that so it's understandable.
Thank You.
Awesome work Matt! I was thinking of this approach to control the path of a boulder rolling down a hill.... but... the boulder doesn't "Roll" along the splin using this method. Is there another way you can think of that would work with keeping a boulder on a track while it is rolling?
You can try with setting a rotation to the mesh, or add physic, should work with circular objects.
Hi, if I want to do a car instead of a cube, i should go for SkeletalMesh i BluePrint Actor right? And then attach in Anim Class for instance Animantion_BluePrint_Car?
make a video on how to make the door open when animated pls
I have many videos on opening doors, this one should help!
th-cam.com/video/kcARMg5wkkg/w-d-xo.html
What a event should I take when it is just for animatics?