This is great! Most tutorials dont really explain the process and what it actually does. This solved a lot of questions on my part. Keep up the great work! Subbed
I was trying so hard to set something like this up and glancing at what you had different from me REALLY helped. I still don't know exactly what clamping the tangents is doing but DANG DID THAT HELP. Thanks a ton!!
@Altrue19 Thank you very much for pointing it out. We looked into it and we were quite pleased with your hint :) th-cam.com/video/8F6Sl5gsLy8/w-d-xo.html&ab_channel=PendingKill
@@PendingKill You can also use Custom Primitive Data to control your material parameters in the Construction Script. Saves you from having to create many material instances!
this is arguably the best spline corridor tutorial on youtube at the moment. I'm mildly surprised though that you didn't include ways of having the floor, wall and ceiling at the end on a single spline. cloning splines all over the place gets a little odd. or the ability to change individual parts of the spline... like one wall segment into a wall-door segment.
Loved the tutorial. I only have one problem. The Section Length Coef variable is not being set. I found that I still have to set it manually after placing it in the Details Panel for the Spline BP. I followed along recreating what you created, besides the color swapping and mesh switching. This is the deforming one.
Hi, was wondering . Is there a way to prevent the constructionscript from re-running each time the actor is moved/duplicated? Been trying to work with splines but finding that mass-duplicating/moving many splines makes the editior have extreme lags. The only solution i can come up with is using "call in editor" and a custom function instead.
Hello! Can you make overlaps on the spine? So far i didn't find a solution for this but on some meshes a little overlapping would make a huge difference.
If you change the section length (see 4:11 timecode) and subtract a bit from the output of the subtract node (i.e. right before the Set Section Length Coef node) you should be able to make the meshes overlap.
Hey! I'm using the same technique for my splines. However I'm trying to implement a start and end mesh which the end mesh is just the same as the start one but reversed. Do you know a way to implement that last mesh rotation ? Don't seems to work for me. Thanks for sharing :)
Hello, I would like to know if there is a way to create it according to the landscape? like to make climbs on a road or something like that and that adapts to the existing landscape
Hey! There's actually a better way to set the static meshes that doesn't require all that hardcoded switching. Use the select node, it's ultra useful for a LOT of stuff, not just meshes. here's a link to the basic setup, it's pretty straight-forward imgur.com/a/W0cMd8g I hope that helps :D
Or you could add an array of static meshes and expose it in the editor, then get one by meshIndex from there. imgur.com/vv2eYHl Actually, this might be bad for performance as you're storing references to multiple static meshes that might not be used. But it's pretty convenient.
Could you please make a tutorial on how to add branch points to a spline? I haven't found a single tutorial on how to do it, for example to create a vein with the branching smaller veins, all procedural using an array of random meshes, or at least 3 static mesh nodes each with a different mesh.
We don't really have experience with branching splines. I found a few google search results, including some Unreal Engine documentation on branching landscape splines docs.unrealengine.com/en-US/Engine/Landscape/Editing/Splines/index.html But other than that it doesn't seem to be a built-in engine feature. There are some threads on custom solutions that you may want to check out.
Hi!! I have some meshes like fences, that the point in what it joins one with each other is less than the total length of the mesh, and I'd like to add some offset to the meshes to fix this, but can't achieve this no matter what I try. Could you give me a clue, please? Sorry for my bad English
Hi - at 04:25 you can see the code labeled "After mesh is determined, calculates section length". You can try adding offsets to the output of the Break Box node, or to the subtraction node. This should modify the spacing of the meshes.
This is a good tutorial. But I have issues as I am trying to make a procedural fence But all the spline mesh methods deform my fence panels, I want to make it so the spline points are always straight and the panels can only rotate from there pivot point. Also if I use the mesh bounding box it prevents my meshes from getting close enough to link correctly. Any advice.
Great Video man! SUBED! Thank you! I'm working on a wooden fence, is there a way to change the section length so the mesh can intersect with other meshes on the spline? So it's not just added after the bounding box of the mesh? I hope this question makes sense! was hard to put into words!
Hi Ted! Yes you can, in the construction blueprint where you can define the section length, simply add another float to the min and max values called "min modifier" and "max modifier" and add a positive or negative value. Of course, make them public so you can edit them in real time. I have had the same issue with cave meshes in another project where i needed them to intersect. Cheers!
@@AyelaEmmanuelT That's from Synty Studios. You can get their assets from their store or from the asset store. Simply look for "Polygon - Sci-fi space" :)
That is because there are several ways to build levels. This is my preferred method as it gives me a lot of control over repeatable assets. You can also apply this to 2 and 2.5D games with repeatable unit backgrounds. However, I have met and worked with folks that like to literally built it all in Maya or Blender and then reimport it. It works just as well too and depending on your familiarity with the modeling software you can probably do a better job. It may also be better in terms of draw calls but i digress.
But they do not instance landscape spline as well, which is a built-in tool for making large scale road network. It is weird because in vertex shader you can only use either spline or instanced static mesh at the same time but not both. Same thing goes to landscape component. It is totally doable since UE will automatically instance meshes using the same materials.
This is great! Most tutorials dont really explain the process and what it actually does. This solved a lot of questions on my part. Keep up the great work! Subbed
Thank you for the kind words, very glad you got something out of it :)
This is awesome eventhough I haven't grasped all aspects of the blueprints you created in their detail since it requires study. Thanks for the share.
Thanks for the kind words!
i really like the pacing of your tutorials, much easier to understand than most
Deyus Films thank you, that means a lot to us!
I was trying so hard to set something like this up and glancing at what you had different from me REALLY helped. I still don't know exactly what clamping the tangents is doing but DANG DID THAT HELP. Thanks a ton!!
Thank you very much, this is exactly what I need!!!
Thanks so much for the git repository , I was struggling to replicate what you had done so it was a life saver.
Thank You for video and github source, appreciated.
6:02 You can in fact change HISMs to have random individual colors, but it happens at the material level with a node called "Per Instance Random"
@Altrue19 Thank you very much for pointing it out. We looked into it and we were quite pleased with your hint :) th-cam.com/video/8F6Sl5gsLy8/w-d-xo.html&ab_channel=PendingKill
@@PendingKill You can also use Custom Primitive Data to control your material parameters in the Construction Script. Saves you from having to create many material instances!
Oh wow. I think I needed something like this.
Thank you so much this help me figure out how to add more actors and create a road, you save me TwT
Glad it could help!
this is arguably the best spline corridor tutorial on youtube at the moment.
I'm mildly surprised though that you didn't include ways of having the floor, wall and ceiling at the end on a single spline. cloning splines all over the place gets a little odd.
or the ability to change individual parts of the spline... like one wall segment into a wall-door segment.
Thanks, Still works well in ue5 as well
Thank you very much.
Wow, that is the content! I love it
Loved the tutorial. I only have one problem. The Section Length Coef variable is not being set. I found that I still have to set it manually after placing it in the Details Panel for the Spline BP. I followed along recreating what you created, besides the color swapping and mesh switching. This is the deforming one.
Just to be clear, you can change the colors randomly in instances using the “per instance” material node OR custom data
Great Man . very inpiring technique
yo what song do you have on in the background? its so chill. thanks for the tutorial :)
how do u add an extra mesh to the spline so theres two splines. as I am trying to add lightbulbs to my wire.
Hi, was wondering . Is there a way to prevent the constructionscript from re-running each time the actor is moved/duplicated? Been trying to work with splines but finding that
mass-duplicating/moving many splines makes the editior have extreme lags. The only solution i can come up with is using "call in editor" and a custom function instead.
Hello! Can you make overlaps on the spine? So far i didn't find a solution for this but on some meshes a little overlapping would make a huge difference.
If you change the section length (see 4:11 timecode) and subtract a bit from the output of the subtract node (i.e. right before the Set Section Length Coef node) you should be able to make the meshes overlap.
I wonder if it's possible to build a whole map with one spline mesh blueprint instead of just drawing one long element and copying it many times.
Hey! I'm using the same technique for my splines. However I'm trying to implement a start and end mesh which the end mesh is just the same as the start one but reversed. Do you know a way to implement that last mesh rotation ? Don't seems to work for me.
Thanks for sharing :)
do you know how to make this work with a closed spline?
How can i apply some roll to my mesh? I just wanna make roallercoaster type road, spline point ignoring rotation, how can i achieve this?
Yes please, I wanna know too! Like in the miniature of the video
Hello, I would like to know if there is a way to create it according to the landscape? like to make climbs on a road or something like that and that adapts to the existing landscape
Hey!
There's actually a better way to set the static meshes that doesn't require all that hardcoded switching.
Use the select node, it's ultra useful for a LOT of stuff, not just meshes.
here's a link to the basic setup, it's pretty straight-forward
imgur.com/a/W0cMd8g
I hope that helps :D
Awesome, thanks for the tip! I've used the select node before, must have forgot to use it in this particular blueprint
Or you could add an array of static meshes and expose it in the editor, then get one by meshIndex from there.
imgur.com/vv2eYHl
Actually, this might be bad for performance as you're storing references to multiple static meshes that might not be used. But it's pretty convenient.
NICE tut,but will you sell the complete function blueprint in the market?
There's a link in the description to download the entire source code for this project :)
Could you please make a tutorial on how to add branch points to a spline? I haven't found a single tutorial on how to do it, for example to create a vein with the branching smaller veins, all procedural using an array of random meshes, or at least 3 static mesh nodes each with a different mesh.
We don't really have experience with branching splines. I found a few google search results, including some Unreal Engine documentation on branching landscape splines docs.unrealengine.com/en-US/Engine/Landscape/Editing/Splines/index.html
But other than that it doesn't seem to be a built-in engine feature. There are some threads on custom solutions that you may want to check out.
@@PendingKill thanks
@@n1lknarf No prob :)
Hi, How convert spline mesh to static mesh via Blueprint?
Hi!! I have some meshes like fences, that the point in what it joins one with each other is less than the total length of the mesh, and I'd like to add some offset to the meshes to fix this, but can't achieve this no matter what I try. Could you give me a clue, please? Sorry for my bad English
Hi - at 04:25 you can see the code labeled "After mesh is determined, calculates section length". You can try adding offsets to the output of the Break Box node, or to the subtraction node. This should modify the spacing of the meshes.
What if you create a material with a randomized color? Maybe then you can get different colors on different meshes?
This is a good tutorial. But I have issues as I am trying to make a procedural fence But all the spline mesh methods deform my fence panels, I want to make it so the spline points are always straight and the panels can only rotate from there pivot point.
Also if I use the mesh bounding box it prevents my meshes from getting close enough to link correctly.
Any advice.
May be able to find a way if I can get it to place a point at the same location as the mesh pivot but not got it working just yet
Great Video man! SUBED! Thank you! I'm working on a wooden fence, is there a way to change the section length so the mesh can intersect with other meshes on the spline? So it's not just added after the bounding box of the mesh? I hope this question makes sense! was hard to put into words!
Hi Ted! Yes you can, in the construction blueprint where you can define the section length, simply add another float to the min and max values called "min modifier" and "max modifier" and add a positive or negative value. Of course, make them public so you can edit them in real time. I have had the same issue with cave meshes in another project where i needed them to intersect.
Cheers!
For Anyone using UE5 and wanting Nanite . Use the Instance Static Mesh one.
Hi thank you for this tutorial... just a question, is it possible to add it to one of my own project (non commercial) ?
Yep go ahead!
Amazing!!!!
Looks great, just wanted to let you know that your github link doesn't work.
=)
Ah thank you. It should be fixed now :)
Pls how can I get the asset in your example script
Which asset?
@@PendingKill the sci fi environment assets, thanks in advance 🙂
@@AyelaEmmanuelT That's from Synty Studios. You can get their assets from their store or from the asset store. Simply look for "Polygon - Sci-fi space" :)
@@PendingKill is It paid ??
@@AyelaEmmanuelT Yes. You will have to pay for them
Great!
Thanks!
@@PendingKill Keep up with the great content please :D
Lopiky yessir!
today i found gold in a form of youtube video
where did u get this character model lol
From one of the Synty packs
The only question is why this tool doesn't exist by default?
It is crucial for level design, basally every game have it and need it.
WHY?
That is because there are several ways to build levels. This is my preferred method as it gives me a lot of control over repeatable assets. You can also apply this to 2 and 2.5D games with repeatable unit backgrounds.
However, I have met and worked with folks that like to literally built it all in Maya or Blender and then reimport it. It works just as well too and depending on your familiarity with the modeling software you can probably do a better job. It may also be better in terms of draw calls but i digress.
But they do not instance landscape spline as well, which is a built-in tool for making large scale road network. It is weird because in vertex shader you can only use either spline or instanced static mesh at the same time but not both. Same thing goes to landscape component. It is totally doable since UE will automatically instance meshes using the same materials.