Really nice script! I have been working on a AAA game with splines for a lot of my work, I have a massive wish list of things for spline work, maybe I could suggest them privately?
@AVieGuyStudios
2 ай бұрын
@ernestmcracken7114 of course, we have a discord server with the link in the description of the video. Feel free to join the server to make suggestions publicly or we can talk through discord dm for private suggestions. The owner of the server "A Vie Guy" is my account so you can dm me there
@ernestmcracken7114
2 ай бұрын
@@AVieGuyStudios Hey! I tried to join the server but it said "Unable to accept invite" my user name is .bigern77 if you can add?
@GlassesAndCoffeeMugs
6 ай бұрын
Damn that's a nice spline, thanks buddy!
@unrealstudent2239
7 ай бұрын
hey can i use this to create tunnels too?
@AVieGuyStudios
7 ай бұрын
Yes, you may want to make sure your mesh is higher in polygon count because it will deform along the spline better since a tunnel mesh is presumably a large mesh. You may be fine, but if you notice your tunnel deforming in a very jagged way, you may need to go into blender and subdivide it vertically, and that will fix it
@ifrozr
6 ай бұрын
Hey man this seems like an awesome tool! Do you know why I might not be able to select the "actor with spline"? Should it be my landscape spline actor or the actual static mesh for the road because nothing is showing up if I use the landscape spline actor in my project, and I'm not able to select my static mesh for the parameter... Also I am dragging the pencil over to the road spline I have, and this selects the landscape spline actor which as said previously is causing no guardrails to show up.
@AVieGuyStudios
6 ай бұрын
Are you trying to run this spline tool along a landscape spline? I have mainly tested this with blueprints with exposed splines. I will check to see if landscape splines act differently or need some variable checked to have the spline exposed
@ifrozr
6 ай бұрын
@@AVieGuyStudios yes, it’s with a landscape spline where I’m trying to create a road. Is there anyway to have the same landscape spline but as an exposed spline? I am unsure how to create a spline that isn’t a landscape spline
@AVieGuyStudios
6 ай бұрын
@ifrozr I originally created this to work with the Dynamic Road System which is a product I sell but through its development I tried to create it to be used by anyone who needed it. There should be a way to use it with landscape splines but I don't know it off memory so I'll report back if/when I find a solution in around an hour
@AVieGuyStudios
6 ай бұрын
Unfortunately since ue5 has a separate spline system handling landscape splines it won't get recognized in the blueprint. I don't think ue5 has any way to see the landscape spline control points within blueprints. So you may not be able to use the spline along a spline feature, but you can freehand the spline to follow. I know it can be inconvenient but I thought ue5 used the same type of spline for landscape splines which apparently they don't
@ifrozr
6 ай бұрын
@@AVieGuyStudios haha it’s alright! It’s a great tool and I guess I can just freehand the splines as you suggested. Any plans or any way to get the spline blueprint to go on both sides of the road instead of just left or right side?
@hugojackson6822
7 ай бұрын
Thank you so much for this! I've been looking for a simple system to make a straight chain. This is great but there is one thing I can't figure out how to do. I want to rotate some part of my spline with the control points on the roll axis, but no matter what I do, that axis doesn't change, therefore the curve looks a bit straight. Any way to do that by any chance? Thanks!
@AVieGuyStudios
7 ай бұрын
I am planning to do update for this blueprint and have it on the ue marketplace (still for free) by the end of the month. I'll try to add the option to change each spline point's roll. I think what happens is that it gets overwritten because the forward axis needs to adjust the roll of every spline point by 90 degrees if it's along the y. And if the forward axis is x it sets it to zero. So it's for a legitimate reason why it's fighting you on the roll axis but I'll try to find a way so that you can edit it. -Most likely I'll include an array with each element able to add roll to each spline point.- -I wish I could make it so that you can change it directly on the spline but it would be very difficult since the code won't know what added rotation was set by the user and what was set by system for the forward axis- [edit: wasn't too difficult]. Thanks for your interest in improving the system
@AVieGuyStudios
7 ай бұрын
Just implemented the feature and it will release in the next update. I have also made it to where it can be rolled by selecting a spline point and rotating the x axis
@Suzuki_Hiakura
8 ай бұрын
I spent roughly 12 hours trying to find solutions for making railing in a Townscaper Export world I was working on for VRChat. Had no clue where to begin, and tried setting the alpha to auto clip the image, solidify and color with a solid, even make my own rail and manually position. Trying to improve my workflow so I can go from building and exporting a Townscaper world and upload it in a customized state to VRChat. Tried looking into spawning in railing similar to your addon, but as I am not a programmer and didn't know how to search for answers, I never really got far in that regard. Hopefully, I can get some direction into doing something similar to what your awesome blueprint does. About as amazing as that auto cable design addon I saw some game devs make for some software (forget which it was, Blender, Unity, or Unreal)... did what took me about 5-20 minutes to do in about 10-20 seconds... just like yours :O
@patek2385
6 ай бұрын
You coudl add powerlines
@AVieGuyStudios
6 ай бұрын
You can if they are static meshes but some people like to use the cable component that unreal has and it would take some configuration with the tool to get that to work
@menhinick1979
5 ай бұрын
I arrived after doing another tutorial by someone else where I did not have overlap control. This perfectly solved my issue, so I bought it - def worth the small amount you are charging
@AVieGuyStudios
5 ай бұрын
Thanks for your support! Overlap is one of those features that isn't talked about a lot in splines because it's all math related, but it was one of those features I thought was necessary for this type of system
@LoongKinGame
8 ай бұрын
How to make an overpass?
@AVieGuyStudios
8 ай бұрын
If you have an asset that looks like the slabs of concrete used in overpasses plugged into the spline tool, you can make it the underneath of an overpass. And then add the guardrails and columns separately. There are some free examples on quixel and there are some high quality versions on the unreal marketplace that are meant to be used as landscape splines that should also work
@LoongKinGame
8 ай бұрын
@@AVieGuyStudios It's so complicated. Can you make a tutorial? Or update as a new version
@AVieGuyStudios
8 ай бұрын
@Matagirl001 yes I can make a video about it. There will be another video coming out within the next 24 hours about an update to this blueprint but it won't mention overpasses so I'll create a follow up after that one comes out to cover the topic of overpasses. I'll reply here again to notify you when it's out
@marks95
4 ай бұрын
Hello, thanks for the plugin, but i want to use the snap spline to other spline with the landscape road splines. How i can do it? Thanks.
@AVieGuyStudios
4 ай бұрын
Unfortunately, I have not been able to figure this out because while unreal says a landscape spline is a spline, it really isn't. There is no way to get a reference to any of the points through blueprints. It's something I wish I could add, but I don't see a way that won't involve either editing the engine itself or using a lot of c++. I have been avoiding c++ for all of my marketplace products because from what I hear, it takes months for any update to get approved. I wish I had better news regarding this. I am hoping one days the landscape spline points can be referenced in blueprints
@marks95
4 ай бұрын
@@AVieGuyStudios Oh! No problem, it's still a good plugin, in fact, it's the best one I found, since it has many options to use. Again, thank you very much!
@marks95
4 ай бұрын
@@AVieGuyStudios Hey! I have seen that if you create a spline using the landscape, it creates it with the name "LandscapeSplineActor", maybe it is because it has the world partition activated, since I have not tried it with the world partition disabled, I tried it but it still doesn't it worked, since it doesn't create a spline, it creates it as a model. I don't know if you knew this before, but I hope it helps you. (I am using Unreal Engine 5.4.1).
@AVieGuyStudios
4 ай бұрын
@marks95 Yeah I have gotten the reference to what it makes in the outliner tab but there is no function to get the spline point positions like there is for normal splines. If there was a way to get position at spline point or position at distance along spline I would be able to create code for the snapping function. Not sure why those functions are hidden from landscape splines. I haven't messed around with it in 5.4 yet though. I do all development in 5.1 because we have to develop in the earliest version and let forward compatibility make it for the rest. It's a lot harder to do backward compatibility, but I'll be looking into it every so often to see if I can program it because i agree it would be a nice feature to have
@farrasaris5394
8 ай бұрын
Do you know how to import spline from blender?
@AVieGuyStudios
8 ай бұрын
Yes you have to use a plug-in in blender called ue4 curve exporter (it should work with ue5 as well) it will put the blender curve as a spline mesh component in your content explorer. If you look up the plug in there are a few tutorials out there on how to use it. If you are trying to copy the blender curve to a spline in this blueprint. You will have to place the spline that you imported in the level and go under details panel and look at the components, copy the component and then overwrite the component in this blueprint with the imported one. They should both be spline components
@farrasaris5394
8 ай бұрын
Niceeee, thank you for the information. Thank you.@@AVieGuyStudios
@alexrybin3798
7 ай бұрын
Thanks a lot man! For some reason my collision doesn't work...
@AVieGuyStudios
7 ай бұрын
I am about to release a new version of this soon that will explain collision options, but basically, by default, splines will use your simple collision on your mesh. If it doesn't have simple collision then your spline mesh will have no collision. But don't worry there is still a way to get collision. You just need to change the collision on your static mesh to "use complex as simple". In the next version of this tool that I will release I will have better descriptions and options for collision
@GlassesAndCoffeeMugs
6 ай бұрын
I got collision to work by adding a "Set collision enabled" node in the construction script, between the "Add spline mesh component" node and the "set static mesh" node. Then you can use whatever collision you want, auto convex hull, simple box, etc and it should work. But it seems like the collisions don't align perfectly with the mesh when there is a steep curve, however as I don't have many sharp turns it's suitable for my purposes
@RahhmiPoofs
8 ай бұрын
this is awesome... does it have a thing I'm not seeing where you can rotate the object itself? Mine is repeating sideways. Overlap is cool for a road or a rail... But a Negative offset on a streetlight seems to make it scale into the street. That's odd. Is there a positive offset so they only repeat every so often?, or show up once or twice per repeat (as a separate attached spline)
@AVieGuyStudios
8 ай бұрын
If it's repeating sideways, I am assuming your static mesh is oriented in the y direction. The best practice is to have it oriented in the x direction. You can either edit the mesh in a 3d modeling app or you can go into the blueprint and go all the way to the end of the event graph and there will be a node that asks for direction of forward axis. You can set that to y axis being the forward direction. This spline system is meant to stretch the objects to fill up the entire spline, and the occasional placement of street lights isn't quite the same mechanics. I'll post another video soon about how to spawn actors periodically along a spline (and perhaps as another free blueprint). If you want more clarification on anything, let me know, and I'll be happy to help. We also have a discord where we can send pictures to help with any questions if you're interested
@AVieGuyStudios
8 ай бұрын
We updated the blueprint so that you can use y-axis aligned meshes so it's not repeating sideways. We released a new video on it and updated the blueprint download link in the description. I hope it solves that problem
@d0nnimann
7 ай бұрын
Is it possible to use this blueprint in UE4.27?
@AVieGuyStudios
7 ай бұрын
Good question, I have only verified unreal 5.1 to 5.3 , I heavily suspect 5.0 works as well. But some things may have to be adjusted for it to work in ue4. Logically, all the same nodes exist in ue4 but I suspect I used some math shortcuts in here that ue5 offers that ue4 won't know how to handle, but I'll look into how far back I can get this system supported. The goal is to get this on the unreal marketplace for free by the end of the month
@lolaswift111
7 ай бұрын
can we do it at runtime and conform to the terrain surface?
@AVieGuyStudios
7 ай бұрын
The functionality for that is not included but you could implement the functionality, how you implement it is dependent on your project. If you are alright with c++ you can call the function "rerun construction scripts" which would force all the code to update. Unfortunately that function is not available in blueprints but you could copy all the functions to the event graph and connect the beginning to a custom event and call the updates whenever you need to in your real-time project. If you have any questions just let me know
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