Great tutorial! Thank you for taking the time to explain in detail what you are doing and why, instead of just saying “do this and do that” like many others do
Amazing tutorial. As other people has said, not only are your tutorials detailed, but they explain why we are doing things. The context that you have provided really helps the information stick. Thanks so much!
Loving these tutorials. It has help me speed up my map making no end. I have followed your driving tutorial now using these to add more depth to my game. Thank you so much and look forward to the next one.
Thanks for this tutorial. As a suggestion, if you change the trunlucate to ceiling when calculating the number of meshes in the spline, you will have a wall that length is exactly equal to the spline length.
hi, thank you for this tutorial. this so good and fun to learn. I have one little problem. if 2 spline points length shorter than the wall segment it skip that are and dont put a wall there. is this problem about 7:43 branch. because we are checking is it longer only but if its shorter its do nothing. i am currently finished 5 episode, i dont know fixed later. Can you give some tips about how i fix this. Thank you again for wonderful work.
When I do the polygroup plane cut section of the tutorial, cutting it as you describe causes the wall to make weird loop-de-loops and totally deforms the curve. The blueprint appears fine, everything is as the tutorial describes up until the cut portion, but when I cut it, instead of making a smooth curve, the edges buckle and coil around each other. What am I doing wrong here?
I found the method to fix this problem,after Get Tangent at distance alone spline node,we need add a clamp vector size node ,and max value set to MeshLength,then they are right.
I commented yesterday on some bugs I encountered, but I put a imgur link in the comment to show you what I mean. I guess YT put that comment under the "to review" section. But basically... when I do a 90 degree corner, the outer corner will have the material removed, and the inner corner looks like it is not connecting completely, being able to look through the corner. I know pillars would fix that, but I don't always want to be using pillars. *edit* If you put a "set forward axis" node behind the "set mesh node", you can adjust the forward axis from within the blueprint instead of having to adjust the mesh itself.
90 degree or greater corners area a pain because of the artifacts. I am using a pillar to cover that up, but the pillar doesn't have to be visible, it could just be a mesh that joins the two walls. I'll try and clarify this when I make the pillar episode The "set forward axis" has never worked for me. If you set it to "Y", it flattens the mesh... for me it's much easier to remember to set all the wall meshes to an X length
are you also going to cover stuff like tunnels, caves? or stuff like roads that when they cross water make bridges, or if lowered in terrain make tunnels, etc... ? there is definitely a lot you could do with PCG. drop a village on a spline area. I'm still catching up with you older videos. please keep going. great videos.
Would this work 'in-game' at runtime or does it require Editor .dll? I want to create wall behind player at runtime, in BP or C++, but I only heard about ProceduralMeshComponent and RuntimeMeshComponent.
Having an issue with my wall keeping shape, seems like if camera is close curves are perfectly displayed. But backing up causes the mesh to loss either verts or edges. Any clue what i might change to fix the shape? Trying to merge spline meshes but if shapes are wrong this wont work..
Very well articulated tutorial! I just have one issue I'm running into: When I expand the mesh, the wall textures begin to morph and overlap over each other. I followed the tutorial to a T but I feel like I missed something.
Sounds like the end points of one wall segment are overlapping the start points of the next segment. Use the debug in blueprint (or print string) to check the start and end locations of each segment. Let me know how you get on.
Great tutorial! I have some questions... 1) Would static meshes be handled through instancing with this approach? would this method be more helpful for optimization in terms of both 2)storage and 3)FPS compared to using module assets?
1) I did a video on static meshes and instancing related to spline walls at th-cam.com/video/lxbmialixww/w-d-xo.html 2/3) Probably no difference in storage/FPS compared to prefabbed assets as they're all meshes in the end
Hi ✌️🤓 i have a problem at this point.. I press compile and it came an error under "set start and end" Nodes The Error : this blueprint (self) is not a Spline Mesh Component, therefore 'Target' mist have a connection 15:18 Pls help 😢
Yes I got the same error message. The solution I found was at 10:33 to 10:46 in the video. My Add Spline Mesh Comp wasnt connected properly. It has to connected to both the Start and End node AND to the Attach Component to Component node in the proper location. After i connected these areas my error message went away and the spline generated the mesh properly.
This is an amazing tutorial but even though I have copied each step precisely and my final BP is identical to yours I get the following issue. When I grab the second point of my spline and I pull it to the 800cm mark the texture "pulls towards the center" as it is trying to get there. When my second segment appears the texture is already screwed for it as well. When i reach the 1200cm mark my geometry is broken and I have holes in my mesh. What I have notice is the following: If I grab the middle point of my spline when the spline is of a big length, the geometry seems to "knot" on it self at the points where different segments merge as if there are invisible spline points there with rotated tangents... I know my BP is correct and I am so frustrated as I have been going at it for more than 3 hours to no avail. Please help!
Thank you but I have problem .After bake rotation the wall disappear .just front of the wall is visible.is there any discord or way that I can show you ?
Great tutorial! but i cant get it to work properly. i have made some dock segments that when i start to extent the spline it stretches the geometry. So the dock "legs" get stretched in the X-Axis. any idea whats going on? The model is the two beams holding a box. the model in 500units long in Unreal. it might be my pivot on the model but i dont understand
See what happens after you follow part 2 of the series (where I change the stretching algorithm). If it's still an issue, let me know in more detail and I'll help you solve the problem
@@unrealitybites763 hey! Thanks for the reply! I was able to fix it by only creating a new mesh when the spline segment was long enough :) it works properly now! If youre interested in what it is, its a bridge/dock thing thats supposed to be customisable. So instead of just the one wall segment, theres (currently for testing) 3 segments that are randomly chosen from an array. Im gonna keep working on it to "beautify" it and ill post a video once its done
Love the tutorials, great job with them. I am having an issue though. I got everything done and working perfectly... except every single wall or tunnel piece that I create has 0 colission even though the static mesh has colission on them. I am so frustrated and confused and could really use help with this from somebody.
A landscape spline is a special type of spline for deforming or painting the landscape. An actor component spline is a general purpose spline that can be used for a wide range of purposes, such as building meshes or providing a pathway for objects to travel
@@davidswantek2295 Can you elaborate your fix? Having the same issue, static mesh has collision, but in the spline, collision is not active, no matter which settings I change.
Ah I figured it out. For future ref to anyone else having this issue, in the "Add Spline Mesh Component" in the construction script, scroll down to collision presets, it automatically defaults to "No Collision" just change that back to block all and it works! Thanks again for this great tutorial!
Thanks! That was amazing! I building a railway and stucked on splines, so your lesson arrived just in time. One question: how I can transform a landscape under my spline? Any ideas?
I'm in the process of finalizing a free Spline Structure tool. which has the features shown in these tutorials (plus more that are too difficult to explain in a video). I will be making it available for subscribers soon, but I keep dreaming up new features and pushing back the release date.
I'm very excited to see it! I think the base features are probably already very useful, perhaps you could release it and add features onto it later as you dream them up. Amazing content btw :-). @@unrealitybites763
Great tutorial! Thank you for taking the time to explain in detail what you are doing and why, instead of just saying “do this and do that” like many others do
Amazing tutorial. As other people has said, not only are your tutorials detailed, but they explain why we are doing things. The context that you have provided really helps the information stick. Thanks so much!
Loving these. A great series to follow on a rainy Sunday. :) Very well explained and to the point, and delivered at a nice relaxed pace.
Awesome tutorial. Exactly what I was looking for to bootstrap my usage of splines
Loving these tutorials. It has help me speed up my map making no end. I have followed your driving tutorial now using these to add more depth to my game. Thank you so much and look forward to the next one.
Really useful and helped me understood spline basics really well. Looking forward to rest of series! .... and checking out your other videos!
You are a live saver! Finaly someone answered my ago old question why the tangents doesn't work properly. Thank you thank you thank you!
why not just use the splines landscape tool?
Thanks for this tutorial. As a suggestion, if you change the trunlucate to ceiling when calculating the number of meshes in the spline, you will have a wall that length is exactly equal to the spline length.
Everything is clear. It worked for me. Very useful. I will look further. Thank you.
P.S. Relevant for the latest version.
Good tutorial very compressive guide to splines. Thank you
This video was very helpful. thank you!
great stuff , looking forward to see how you do the right angle
Great job teaching, thank you very much!
Brilliant stuff, thanks so much for doing this! This is tremendously helpful. Subbed!
hi, thank you for this tutorial. this so good and fun to learn. I have one little problem. if 2 spline points length shorter than the wall segment it skip that are and dont put a wall there. is this problem about 7:43 branch. because we are checking is it longer only but if its shorter its do nothing. i am currently finished 5 episode, i dont know fixed later. Can you give some tips about how i fix this. Thank you again for wonderful work.
Thanks, man! Really useful tutorial!
Thanks for this helpful tutorial!
When I do the polygroup plane cut section of the tutorial, cutting it as you describe causes the wall to make weird loop-de-loops and totally deforms the curve. The blueprint appears fine, everything is as the tutorial describes up until the cut portion, but when I cut it, instead of making a smooth curve, the edges buckle and coil around each other.
What am I doing wrong here?
I found the method to fix this problem,after Get Tangent at distance alone spline node,we need add a clamp vector size node ,and max value set to MeshLength,then they are right.
I used the Bake Rotation transform tool but when I go to the viewport I can see it's on the X-axis but its flat.
I commented yesterday on some bugs I encountered, but I put a imgur link in the comment to show you what I mean.
I guess YT put that comment under the "to review" section.
But basically... when I do a 90 degree corner, the outer corner will have the material removed, and the inner corner looks like it is not connecting completely, being able to look through the corner.
I know pillars would fix that, but I don't always want to be using pillars.
*edit*
If you put a "set forward axis" node behind the "set mesh node", you can adjust the forward axis from within the blueprint instead of having to adjust the mesh itself.
90 degree or greater corners area a pain because of the artifacts. I am using a pillar to cover that up, but the pillar doesn't have to be visible, it could just be a mesh that joins the two walls. I'll try and clarify this when I make the pillar episode
The "set forward axis" has never worked for me. If you set it to "Y", it flattens the mesh... for me it's much easier to remember to set all the wall meshes to an X length
are you also going to cover stuff like tunnels, caves? or stuff like roads that when they cross water make bridges, or if lowered in terrain make tunnels, etc... ? there is definitely a lot you could do with PCG. drop a village on a spline area. I'm still catching up with you older videos. please keep going. great videos.
Yes I will be doing tunnels and bridges later in the series. I will be adding PCG later in the series once I figure out good use cases for it
@@unrealitybites763Thank you😭🙌 im so lucky i found your channel
What is " pcg" ? . Hey awesome teaching. Understandable! I subscribe
Would this work 'in-game' at runtime or does it require Editor .dll?
I want to create wall behind player at runtime, in BP or C++, but I only heard about ProceduralMeshComponent and RuntimeMeshComponent.
Having an issue with my wall keeping shape, seems like if camera is close curves are perfectly displayed. But backing up causes the mesh to loss either verts or edges. Any clue what i might change to fix the shape? Trying to merge spline meshes but if shapes are wrong this wont work..
grate tutorial, thanks
Very well articulated tutorial! I just have one issue I'm running into:
When I expand the mesh, the wall textures begin to morph and overlap over each other. I followed the tutorial to a T but I feel like I missed something.
Sounds like the end points of one wall segment are overlapping the start points of the next segment. Use the debug in blueprint (or print string) to check the start and end locations of each segment. Let me know how you get on.
Quick question, if I did too many divisions with insert edge loop, how can I edit this to be shorter later on, do I need to repeat all steps?
Great tutorial! I have some questions...
1) Would static meshes be handled through instancing with this approach?
would this method be more helpful for optimization in terms of both 2)storage and 3)FPS compared to using module assets?
1) I did a video on static meshes and instancing related to spline walls at th-cam.com/video/lxbmialixww/w-d-xo.html
2/3) Probably no difference in storage/FPS compared to prefabbed assets as they're all meshes in the end
Hi ✌️🤓 i have a problem at this point.. I press compile and it came an error under "set start and end" Nodes
The Error : this blueprint (self) is not a Spline Mesh Component, therefore 'Target' mist have a connection 15:18
Pls help 😢
Yes I got the same error message. The solution I found was at 10:33 to 10:46 in the video. My Add Spline Mesh Comp wasnt connected properly. It has to connected to both the Start and End node AND to the Attach Component to Component node in the proper location. After i connected these areas my error message went away and the spline generated the mesh properly.
This is an amazing tutorial but even though I have copied each step precisely and my final BP is identical to yours I get the following issue. When I grab the second point of my spline and I pull it to the 800cm mark the texture "pulls towards the center" as it is trying to get there. When my second segment appears the texture is already screwed for it as well. When i reach the 1200cm mark my geometry is broken and I have holes in my mesh. What I have notice is the following: If I grab the middle point of my spline when the spline is of a big length, the geometry seems to "knot" on it self at the points where different segments merge as if there are invisible spline points there with rotated tangents... I know my BP is correct and I am so frustrated as I have been going at it for more than 3 hours to no avail. Please help!
Did you happen to resolve it? I have the same issue.
@@seonwoomoon6781 not really. I gave up on it. I went with a full different approach.
@@F0YF0YT0S What was your solution? I'm having the same issue -- the BP seems correct, can I keep this same BP and apply it elsewhere?
Thank you but I have problem .After bake rotation the wall disappear .just front of the wall is visible.is there any discord or way that I can show you ?
Hi the tutorial was good but how can i turn on collision ?
Great tutorial! but i cant get it to work properly. i have made some dock segments that when i start to extent the spline it stretches the geometry. So the dock "legs" get stretched in the X-Axis. any idea whats going on? The model is the two beams holding a box. the model in 500units long in Unreal. it might be my pivot on the model but i dont understand
See what happens after you follow part 2 of the series (where I change the stretching algorithm).
If it's still an issue, let me know in more detail and I'll help you solve the problem
@@unrealitybites763 hey! Thanks for the reply! I was able to fix it by only creating a new mesh when the spline segment was long enough :) it works properly now! If youre interested in what it is, its a bridge/dock thing thats supposed to be customisable. So instead of just the one wall segment, theres (currently for testing) 3 segments that are randomly chosen from an array. Im gonna keep working on it to "beautify" it and ill post a video once its done
Дякую
Love the tutorials, great job with them. I am having an issue though. I got everything done and working perfectly... except every single wall or tunnel piece that I create has 0 colission even though the static mesh has colission on them. I am so frustrated and confused and could really use help with this from somebody.
Hey. I was wondering what is the difference between Landscape Spline and Blueprint (Actor) Spline?
A landscape spline is a special type of spline for deforming or painting the landscape. An actor component spline is a general purpose spline that can be used for a wide range of purposes, such as building meshes or providing a pathway for objects to travel
I have noticed that the spline wall does not have a collision mesh, what do we do about that?
Never mind I found it Set Collision Enabled after you attach it.
@@davidswantek2295 Can you elaborate your fix? Having the same issue, static mesh has collision, but in the spline, collision is not active, no matter which settings I change.
Ah I figured it out. For future ref to anyone else having this issue, in the "Add Spline Mesh Component" in the construction script, scroll down to collision presets, it automatically defaults to "No Collision" just change that back to block all and it works! Thanks again for this great tutorial!
@@josephcoleman2150 Thanks bro youre da best!
How can I create collision effects for walls?
Hey did you figure it out? im also trying to add collisions
@@alybaby941same
awesome video brother
Thanks! That was amazing! I building a railway and stucked on splines, so your lesson arrived just in time.
One question: how I can transform a landscape under my spline? Any ideas?
When I cover tunnels, I'll talk about transforming landscapes with splines
@@unrealitybites763 great! Thank you so much :)
atm can't do tunnels or caves, until 5.4 or so I hear. Splines do deform terrain in5.x , 5.3 here, but its far from perfect, hit or miss overall.
sometimes is hard finding controls after the updated unreal
Nice
Why a Float and not integer if you don't want decimals?
Good point! I could make the output integer, I'll correct it in the next tutorial
gold
Hello, how are you, could you share the project, very cool.
I'm in the process of finalizing a free Spline Structure tool. which has the features shown in these tutorials (plus more that are too difficult to explain in a video). I will be making it available for subscribers soon, but I keep dreaming up new features and pushing back the release date.
I'm very excited to see it! I think the base features are probably already very useful, perhaps you could release it and add features onto it later as you dream them up. Amazing content btw :-). @@unrealitybites763
23:12 u did 15 parts
Why is this so complicated? Why isn't it just inbuilt into the engine as a feature?
Everything is clear. It worked for me. Very useful. I will look further. Thank you.
P.S. Relevant for the latest version.