Unreal Engine C++ Fundamentals - Using Spline Components

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  • เผยแพร่เมื่อ 9 ต.ค. 2024
  • Today we are going to take a look how to use Spline Components and modify their various properties to allow us to specify custom materials as well as determine how meshes are attached to the spline.
    For this tutorial you will want to grab the started project from the links below as well as see a bit more detail in the blog post.
    Jolly Monster Studio - jollymonsterstu...
    Github started project - github.com/jol...
    You can me on the various social media sites
    Twitter - / jolly_monster_
    Instagram - / jollymonsterstudio
    "Sneaky Snitch" Kevin MacLeod (incompetech.com)
    Licensed under Creative Commons: By Attribution 3.0 License
    creativecommons...

ความคิดเห็น • 28

  • @gopimech2030
    @gopimech2030 4 ปีที่แล้ว +1

    After a long time mate. Good to see you back 😊

    • @JollyMonsterStudio
      @JollyMonsterStudio  4 ปีที่แล้ว +2

      Thanks friend, no COVID in my life but I did have a few distractions. More to come :)

  • @jenniferalderson6875
    @jenniferalderson6875 4 ปีที่แล้ว

    Yeeey a fresh video from Jolly Monster!

    • @JollyMonsterStudio
      @JollyMonsterStudio  4 ปีที่แล้ว

      Glad you are enjoying the content, thanks for tuning in !

  • @琢也小林-o4d
    @琢也小林-o4d 3 ปีที่แล้ว +1

    Great Tutorial !

  • @kalleskit
    @kalleskit ปีที่แล้ว +1

    Awesome, thank you so much for this!
    Do you think this could be applied to landscape generation?

  • @simonvandenbroek6384
    @simonvandenbroek6384 3 ปีที่แล้ว

    Your videos are extremely valuable!!

  • @lotion2208
    @lotion2208 3 ปีที่แล้ว

    Really awesome Tutorial! It really helped. Thank you so much.

  • @trbremm
    @trbremm 3 ปีที่แล้ว

    This was really helpful, thanks!

  • @sleepCOW
    @sleepCOW 4 ปีที่แล้ว +1

    Glad to see you again. Just have 2 questions:
    1. Why have you switched to ReSharper instead of VisualAssist?
    2. Could you please make the font size of preview images(the white one, with a theme name) slightly larger because it is hard to see even from PC?

    • @JollyMonsterStudio
      @JollyMonsterStudio  4 ปีที่แล้ว +1

      Hi there, I switched over to ReSharper as I find their intellisense and refactoring tools to be much faster and easier to work with. I also have a lot of experience with other JetBrains products so having access to all those same shortcuts is really nice but primarily the usability and speed.
      Regarding the font size, good point I will try to make things a bit more legible ! Thanks for tuning in.

    • @sleepCOW
      @sleepCOW 4 ปีที่แล้ว +1

      ​@@JollyMonsterStudio No problem! Thank you so much for your content, it's extremely high quality, a pleasure to watch!

    • @IgorElovikov
      @IgorElovikov 4 ปีที่แล้ว

      @@JollyMonsterStudio don't know if you tried it already but jb has this rider fork for unreal www.jetbrains.com/lp/rider-unreal/ (they gonna merge it with the current rider eventually this year but you can try it right now)

    • @JollyMonsterStudio
      @JollyMonsterStudio  4 ปีที่แล้ว

      Yes sir running it right now. Big fan of jetbrains products so it's great to see more dedicated unreal tooling from them.

  • @xCodeSoul
    @xCodeSoul 4 ปีที่แล้ว

    Great tutorial
    Thx a lot

  • @ilzzzzzzz
    @ilzzzzzzz 3 ปีที่แล้ว

    Thank you so much

  • @tbunreall
    @tbunreall 2 ปีที่แล้ว

    Hi, it wont let me switch to the translate tool to actually use the spline as intended, Only the mesh appears and I can't do anything with it

  • @solaris413
    @solaris413 ปีที่แล้ว

    can i give inputs manually like i have 2d coordinates like (1,2,) , (4,5) etc ?

  • @kiradark2322
    @kiradark2322 2 ปีที่แล้ว

    I have a problem, how can I make the spline be scaled independently at each point?
    splineMesh->SetStartScale(FVector2D(ss.Y, ss.Z));
    splineMesh->SetEndScale(FVector2D(es.Y, es.Z));

  • @MrIcer42
    @MrIcer42 3 ปีที่แล้ว

    This only seems to work in the editor. When you package or cook the project, the spline mesh is missing. I tried checking Allow CPUAccess and Override Construction but it did not work. Have you come across this problem?

    • @MrIcer42
      @MrIcer42 3 ปีที่แล้ว +1

      I figured it out. The OnConstruction code should be moved to a function and called both in OnConstruction and BeginPlay.

  • @madara6060
    @madara6060 3 ปีที่แล้ว

    Hi! Amazing video!!!
    Quick question, I have overidden OnConstruction Function and created the code there to create spline component.
    Here, I implemented to create splineActor by spawning the actor on clicking plugin button. But since Onconstruction Function is called only when the actor is dragged and dropped to the viewport. I wish to spawn the SplineMesh on viewport through a plugin I'm creating.

    I wish to call Onconstruction function it when spawning the actor. Is there a way to call it from SpawnActor?

    • @JollyMonsterStudio
      @JollyMonsterStudio  3 ปีที่แล้ว +1

      Hi there, I am not sure if you can directly have SpawnActor or GEditor->AddActor retrigger the OnConstruction but you can reference RerunConstructionScripts which should force that operation. docs.unrealengine.com/en-US/API/Runtime/Engine/GameFramework/AActor/RerunConstructionScripts/index.html
      Hope that helps

    • @madara6060
      @madara6060 3 ปีที่แล้ว

      @@JollyMonsterStudio Thank you very much your reply. I'll give it a try. :)

    • @madara6060
      @madara6060 3 ปีที่แล้ว

      @@JollyMonsterStudio Another quick question, can I create an array of Spline components (not spline points) depending on the number we input. For an example if we want 5 separate Spline components, to create them in different names inside same Blueprint Actor with different names without adding one by one manually in the header and implementing in .cpp :). Waiting eagerly for a reply :D

  • @gregorygutmann
    @gregorygutmann 4 ปีที่แล้ว

    I would be interested to see generating instances (anything ex. Cubes) and moving them each frame in C++. Or if anyone knows an example of that with a recent UE4 build.

    • @JollyMonsterStudio
      @JollyMonsterStudio  4 ปีที่แล้ว

      Hmmm perhaps some sort of platform that moves along spline .... Hmmmm.... Maybe soon ? 😉

  • @Retrocaus
    @Retrocaus 2 ปีที่แล้ว

    gives me errors if i try to change directory??