I've updated the tools (to version 002) based on the feedback I've gotten here in the comments. If you've downloaded the BP tools (version 001) from Gumroad, please go back and download them again. It's now a better version of it! 🙂🙏
okey I got my own road but right now I can only do straight road how do I bend it. what letter I do need to press lol (Edit) Hold Alt lol. But how do you imported the railway. does it has to be fbx format and how. Tutorial would be nice
The deformation spline is really easy to set up, but I do have the issue of textures not scaling with the mesh properly, I looked deeper and found the mesh gets much shorter on the x axis, and duplicated along the spline, it's length ends up around 15 unreal units for each block. I'm wondering if there's a way to tell the spline when to duplicate each block at the right length, I've been using unreal 5.1.1 with v002 of the spline
I know its free, but just FYI, your video contains your specific gumroad download address (with the hash) and you also show the e-mail you used. With these two anyone can download the spline tools masquerading as you without using their own e-mail address. I just tried it and it worked.
Thank you for these, but I was unable to get the deformation one fully working on 5.3.2, I'm not that experienced so I struggle with written instructions, a video for the updated 5.3.2 would be very helpful.
Thanks for your blueprints and updated versions. Folks, I encourage you all to disregard the word "Free" and pay some bucks to the creator. The man did a great job, pls support him
Nice one! One thing that might make a slight improvement would be to include a slight random X/Y offset variable between the meshes to have that naturalized human placement look (imperfection is key)
Great tool - is there a way that you are able to reverse the spline point order so that you can essentially flip the contents in X. Road barrier for example, would want both facing into road without redrawing spline
@tiedtkeio Hi, your tool is looking really nice. but I have some questions . the first is about rendering when I look at a wall made with this tool, does it load the entire wall ? because that would be very costly . I don't think my potato PC would be able to handle it. and Second. how to use multiple meshes and randomize for example a tree line . you can't expect all of them to be copies. Some are tall, and some are short,
@@jbttbjtjjtbbtj4865 It loads the entire wall, but since you convert the wall to Nanite in the content browser (right click on Static Mesh > Nanite > Enabled) it loads really quick and in theory your potato PC would handle it just fine! I have to design it differently in order to use random meshes, but if you mean specifically trees, then you would you would use the "Foliage paint tool" directly in Unreal Engine instead which is made to nature elements, such as trees, rocks and such. :)
Thank you! In all honestly I made it for myself and had no plans for making it for anyone else, but then since I already had made it then why not haha. 🙂🙏
@@tiedtkeio I’m from Russia and it’s hard for me to shrink (But I have a question for you or help. I wanted to create a spline, an object is attached to it and I could move this object manually (so that I can control it manually / how the object moved along the rails) I need to derive a sequence. I would be glad to answer
Is there a way to use this in runtime with a survival game, so when you place the object and it's in preview mode to continue to allow you to run the spline feature?
Thanks for your work. I bought the package. I have a question. How can i close the loop? (tried to tick the closed loop, but nothing changed) Any idea?
Thank you so much! I made this almost two years ago and have forgotten how it's structured, but I guess it would require additional blueprint nodes as that functionality isn't included. I will have a look at it when possible! 🙂
Import it to Blender and rotate it there and save as new .fbx file, or re-import into Unreal Engine again and in the "import settings window" change the rotation axis there. 🙂
@@tiedtkeio in the settings in the blender, I changed the axis locally. Now it looks parallel to the fence mesh, but when importing unreal 5, it throws a bunch of errors and crashes. I started the project again, it's all gone. It was a City Sample
One tip... With deform BP my mesh wasnt deforming correctly and it looked very low res and angular but I noticed the deformation looked correct when I went very close to the object. To solve that I had to go inside blueprint and inside the node Add Spline Mesh Component I had to switch LOD>Advanced>Forced Lod Model to 1. When I did that the deformation was correct.
hello! thank you for such a wonderful tool and for the lesson to it. I'm new to unreal engine and I didn't quite understand, but is there any way to replace your pillar with my own so that it works correctly?
Yes! You select your pillar in the details panel to the right and thats it! The instructions in this video for selecting/choosing your object for the spline doesn't match the latest version anymore. :)
Ah - thank you for these! I'm not a VAD artist or modeler, but I do admire simple, elegant tools that help me when i need to attempt to be one. I'm so happy I stumbled across your video here. Thanks so much for the tools!
Hey Very Cool addon Thanks! Is there a way where i can make my train tracks be only on a part of the spline? Or so that i can have one type of tunnel appear at distance 1000, and then make the tunnel end at 2000. Then make the tunnel start again at 3000 and stop at 4000 distance along spline? Again thanks so much for the addon its much appreciated :)
Thanks, I'm happy you liked it! As of right now there is only one mesh per spline. So I'd have the tracks end at 1000, create a new spline and align it to the end of the tracks, have the tunnel spline go from 1000-2000, then create a third spline starting at 2000 etc. 🙂
@@tiedtkeio Oh wau quick response! Ok ,but there is also a train following the spline, so i thought that maybe i can add something to the "start position and tangent" box, and also add a value to the "End position and tangent" box so that i can sort of "clamp" the extent of the tunnel piece? Does that make sense? Again thanks a thousand times :)
Thanks for the great video! But if I place one of those blueprint classes into my level theres no cube visible and even when I change the mesh nothing shows up. I only see the pivot. What can I do?
It’s cool you’ve provided this for free. Maybe for version 1.1 you promote the mesh to a variable and make it user editable so they can select their mesh from the BP properties. With a little extra effort, you can specify the forward direction and grab the bounding box on the axis you want from the mesh, so you can remove the need to specify the length. Good work though.
Thank you James! Yes I totally agree it needs more work, especially if it would've been a paid download. I did these tools for myself for a project and only included what I needed at the time. Then decided to give it away if anyone else needed the same thing. That's why lots of things are missing that would've been handy haha. If I have the time soon I can update the tool with the requests I've gotten on it! But it's mostly a time thing. 🤗
Hi, thanks for watching! Well it depends on how you mean; if you mean like re-package the spline tool and sell on a marketplace - then no. If you mean like you build a game or a large level environment and you have used the spline tool in it - then yes, that's perfectly okay! Does that make sense? 😄
I believe there is a v001 of this still available for 5.0.3. If this is not the case then the tools/blueprints still work the same way in the later versions. So if you only want to use 5.0.3 you could download UE5.2, import the tools there then simply copy/paste the Blueprints from one project to another. I think the major issue is that some nodes have been renamed between 5.0.3. and 5.2+ such as the lerp or add node, but you can easily fix these errors on your own in the construction script too.
I'm still a bit new to UE... how are you extruding the pieces? I can extrude on piece, so I'll have a starting point and another extruded point, but I can't figure out how you're extruding beyond that. Edit: it's the Alt key. Place the track, then press Alt while dragging along the X axis. This will create a new segment.
Hi! Great that you found the answer you're looking for! Also, it perhaps didn't help me saying "extrude" as you're not technically extruding anything. Saying "duplicate by holding alt on one axis" would've been more correct. 😅
Hello, Amazing tool, and awesome that you made it free, thanks! I was wondering tho, is there a way for the Splinetool (deform) to manipulate the landscape so that its always following the height of the landscape? (so u dont have to manually fill in or remove the ground underneat the rails). Unreal's default spline tool has this function.
Thanks for watching the video! 😊 I'm sure there is, however that would make the blueprint more advanced to make, so I can have a look at it for the future, but for this one as it is at the moment I guess you just have to move the spline points by hand unfortunately. 😥
@@tiedtkeio Can it be made so it outo pins to the landscape? also, if it culd do like its doing here with the landscape formin that would be nice! ruclips.net/video/8WIWuybAKj4/видео.html&ab_channel=SmartPoly
Hi, its an amazing tool. Thank you ! I have just one problem with the deformation tool. I when I move in Y axe, it dont create another spine like you, it just move the first and only spine. How can I create other spine ?
Thanks for providing this to the community! I am currently facing an issue, I am on UE5.3.2, When I place the spline asset onto the map, It's not generating a mesh like your tutorial, I am also unable to see the length field in the properties, any thoughts? Thanks!
Hi there! Thanks a lot for creating this. Everything works perfectly, but I can't seem to offset the distance between meshes in the deformation blueprint. I tried changing the mesh pivot but it doesn't do anything. And changing the X length simply shrinks or fattens the object, but there's a gap between the scattered meshes. Any idea?
Hi! Glad you liked it! This sounds like it's mostly due to the origin not being in the correct place. You want the object origin placed at the world origin, then mesh itself needs to start with it's outer edge at the world/object origin and have it's mesh go/build/expand along the forward X axis. Recommend doing it in Blender. Hard to describe, easy to show. Hope that helps. 😅
@@tiedtkeio Alright, I'll try moving the object in Blender then. But I tried using modeling tools in-editor to modify the pivot and it didn't do anything, so I don't exactly understand. We'll see how it goes, thanks for answering!
Hi, do you know how to remove the texture of a landscape decal on a mesh grafted on a spline? The option exists when the mesh does not belong to a spline but not with it.
That's probably because of the update to the tool. Now you only have to select the mesh you want in the detail panel, nothing more. Select a mesh and start creating! 🙂✌️
As the folder you download says...BP Spline Tools UE5 Preview Build, I'm working out of UE5.0.3 and I can't copy the uassets files in successfully, will this be updated to UE5.0.3, I really hope so, what a amazingly useful tool it would be, Many Thanks
Hi Richard, yes I built the tool using UE5 Preview. I've been away during the summer and 5.0.3 is out already. I will have a look at it the coming days and update the tool if it's not working! I will write you a new comment after I've looked into it. :)
Hey! It seems like the deform version is missing an offset option. Amazing plugin btw! My model is aligned on x but when i try to offset on blueprint, it only does y and z :/
Interesting question, in the sequencer at least you can add variables from the actor as keyable elements. Don't have a concrete answer right now, but fairly certain it's possible with the sequencer. 😅
@@tiedtkeio i added the spline blueprint into the sequencer and im able to track the entire spline, but can't seem to find a way to track the end point
Yes! I removed the version 001 a few days ago which worked in 5.0.3. I assume everyone will simply upgrade to 5.1 which is the better version and use my v002 instead. It's a hassle to keep every version of Unreal installed on my computer. 😅
strange, if I drag the BP_SplineTool_Tiedtke_Deformation blueprint into scene I see only the arrows for the spline, if I click the edit in blueprint I see 3 boxes and for each it says "this node is disabled and will not be called. Drag off pins to build functionality"
Quick question how do I enable collision? I'm not sure why but I have no collision when stepping on roads using the deformation tool. I fall straight trough the meshes.
@@tiedtkeio Yes version 002. I think the Static Mesh and Spline meshes are reversed, if I add a static mesh to the static mesh component all I get is a line but if I add the static mesh to spline mesh I get the image. I'm on UE 5.2.1. I have no way of adding an Image so that you can see what I mean. Video time 2:43 nothing appears for me.
@@MatrixNetworx In version 002, you dont add a mesh like in this video but rather in the Blueprint details panel to the right when selecting the Blueprint actor in the viewport. ☺️
@@tiedtkeio Ive attempted it inside of 5.4 preview.. and for some reason.. i cant get it to work properly. After i create some extrusions nothing seems to happen. Then if i press control Z to go back suddenly the mesh appears in the spline path. Not sure what's happening really.
Are you making sure you're selecting the "almost invisible" grey tanget dot and not the main pivot point? It can be really hard to see the grey tangets.
Water? Not really sure how you would use it for water haha, but yeah I guess you could make a mesh with a water texture and then use that mesh with one of the BP tools. 😅
hello, if you want to enable collision then go to Blueprint and select the node where you inserted your mesh, look for collision there and in the collisiojn presets value select Pawn
@@tiedtkeio Much appreciated, though I have realized that when the spline is too long it causes extreme lag when adjusting the splines, any possible workaround?
Hi, the offset option how it works? I would like for example to add a road (works fine) and then duplicate the same spline add a pavement for example exactly next to it but the mesh should be offset to right or left of the main road. How is this possible?
Unfortunately, I used UE5.03, so I guess that's why the other two versions didn't show up correctly in Unreal. I really want to use your tool; they looks fantastic!
Thanks for watching! Unfortunately I don't have an answer, I personally haven't used the path tracer at all in Unreal Engine. I exclusively use Lumen. I will have a look at it when I have a moment to spare! Hope you manage to figure it out! 🙂
Thanks! These are super helpful! I duplicated the power poles/wires blueprint so that I could replace the pole with a different static mesh... but I'm getting an error messaage: "Can't connect pins Select Next Wire Connect Mesh and Target: BP Spline tool Teidtke Wires Object Reference is not compatible with Test Object Reference" Do you know how to resolve this?
hmm somehow I cant see the BP Spline blueprint classes when opening those folders in UE. Maybe it is a mismatch of version, I am using 5.1.1 version, but in notes it says 5.1 is ok. Any idea? Should I go for 5.0.3 version? Thanks, Btw. amazing script mate!
This is awesome, i literally just made my own basic one in blueprint to distribute houses along a spline, then i discovered your video. Just a quick question, is it possioble to add in additional static meshes along the spline or even have it select them randomly from a group of meshes? Cheers
Dont think this is set up for 5.4. There is no cube and when I attach a cube under the blue prints and set the x factor ( which is somewhere else ) , I still do not see the cube attached. Also if I drag the spline longer I still dont see anything. I will keep trying.
hello, if you want to enable collision then go to Blueprint and select the node where you inserted your mesh, look for collision there and in the collisiojn presets value select Pawn
3rd_characters does not have issue with this splinetools but when creating roads with it the car in unreal does not collide on it and go through it even tho i checked my road mesh and the car collide on that mesh outside the splinetook, but when i use it inside the splinetool the problem back again any solution ?
I've updated the tools (to version 002) based on the feedback I've gotten here in the comments. If you've downloaded the BP tools (version 001) from Gumroad, please go back and download them again. It's now a better version of it! 🙂🙏
okey I got my own road but right now I can only do straight road how do I bend it. what letter I do need to press lol (Edit) Hold Alt lol. But how do you imported the railway. does it has to be fbx format and how. Tutorial would be nice
The deformation spline is really easy to set up, but I do have the issue of textures not scaling with the mesh properly, I looked deeper and found the mesh gets much shorter on the x axis, and duplicated along the spline, it's length ends up around 15 unreal units for each block. I'm wondering if there's a way to tell the spline when to duplicate each block at the right length, I've been using unreal 5.1.1 with v002 of the spline
Csn't you use your own mesh/object as a replacement?@@MidnightTheFolf
update for 5.4? just now i try the 5.1version look like not working
I know its free, but just FYI, your video contains your specific gumroad download address (with the hash) and you also show the e-mail you used. With these two anyone can download the spline tools masquerading as you without using their own e-mail address. I just tried it and it worked.
Danke!
Thank you so much Watcher! That's really kind of you! ❤️🙏
Thank you for these, but I was unable to get the deformation one fully working on 5.3.2, I'm not that experienced so I struggle with written instructions, a video for the updated 5.3.2 would be very helpful.
Yeah not working right in 5.3.2 at all, what v does op have ?
Thanks for your blueprints and updated versions. Folks, I encourage you all to disregard the word "Free" and pay some bucks to the creator. The man did a great job, pls support him
Nice one! One thing that might make a slight improvement would be to include a slight random X/Y offset variable between the meshes to have that naturalized human placement look (imperfection is key)
That's true! Great feedback, thanks!!
Thanks a lot man for sharing, all works, except my Pole is empty...
Just need to restart Unreal. ;)
Mesh x length is not an option in 5.5?
Hi, no, see the release notes for version 002 of the kit. Available here on RUclips or Gumroad page. 🤗
How can I get collision on the cables to use them as a fence? :)
On the top of my mind don't know the solution, but I will look into it! 😅
Thanks for sharing your tools! Appreciate it mate
Happy to help! Thank you for watching my videos! 😄🙏
Great tool - is there a way that you are able to reverse the spline point order so that you can essentially flip the contents in X. Road barrier for example, would want both facing into road without redrawing spline
Thanks, that should be possible! I'll look into it. 🙂
Your tool is excellent man, well done. Super clean, tidy, and straight forward, thank you
Thanks alot Phil!! Happy you liked it! 😍🙏
@tiedtkeio
Hi, your tool is looking really nice. but I have some questions .
the first is about rendering
when I look at a wall made with this tool, does it load the entire wall ?
because that would be very costly . I don't think my potato PC would be able to handle it.
and Second.
how to use multiple meshes and randomize
for example
a tree line . you can't expect all of them to be copies. Some are tall, and some are short,
@@tiedtkeio .
@@jbttbjtjjtbbtj4865 It loads the entire wall, but since you convert the wall to Nanite in the content browser (right click on Static Mesh > Nanite > Enabled) it loads really quick and in theory your potato PC would handle it just fine!
I have to design it differently in order to use random meshes, but if you mean specifically trees, then you would you would use the "Foliage paint tool" directly in Unreal Engine instead which is made to nature elements, such as trees, rocks and such. :)
It’s cool you’ve provided this for free.
Thank you! In all honestly I made it for myself and had no plans for making it for anyone else, but then since I already had made it then why not haha. 🙂🙏
@@tiedtkeio I’m from Russia and it’s hard for me to shrink (But I have a question for you or help. I wanted to create a spline, an object is attached to it and I could move this object manually (so that I can control it manually / how the object moved along the rails) I need to derive a sequence. I would be glad to answer
Great job, thnx for sharing!!! 1 quesiton: is there a way i could make a sting lights with this ?
ruclips.net/video/dnYQMLc1Ru0/видео.html
Very useful tool, thank you!
Happy to help!! :D
Hey! Thanks so much for this. Hugely appreciated!
How do I get it to work in 5.3.2?
Thank you Edward for watching! It works directly in 5.3, but make sure to read the v002 release notes on the Gumroad page for the tool. 🙂🙏
Is there a way to use this in runtime with a survival game, so when you place the object and it's in preview mode to continue to allow you to run the spline feature?
I'm sure there are! However that unfortunately outside of my Unreal knowledge pool. 😅🙏
Thanks for your work. I bought the package. I have a question. How can i close the loop? (tried to tick the closed loop, but nothing changed) Any idea?
Thank you so much! I made this almost two years ago and have forgotten how it's structured, but I guess it would require additional blueprint nodes as that functionality isn't included. I will have a look at it when possible! 🙂
Looks great! 🤓
Thanks man! 🤗🤗
super! It works, but my fence is not built in the direction, but sideways. I throw any grid sideways anyway. How to fix it?
Import it to Blender and rotate it there and save as new .fbx file, or re-import into Unreal Engine again and in the "import settings window" change the rotation axis there. 🙂
@@tiedtkeio Thanks
@@tiedtkeio in the settings in the blender, I changed the axis locally. Now it looks parallel to the fence mesh, but when importing unreal 5, it throws a bunch of errors and crashes. I started the project again, it's all gone. It was a City Sample
One tip... With deform BP my mesh wasnt deforming correctly and it looked very low res and angular but I noticed the deformation looked correct when I went very close to the object. To solve that I had to go inside blueprint and inside the node Add Spline Mesh Component I had to switch LOD>Advanced>Forced Lod Model to 1. When I did that the deformation was correct.
Interesting! I'm happy to hear that you manage to solve the issue and thanks for letting us know about your solution! 🙂
I'm so glad I found your channel! Your content is valuable! Keep up the amazing work!
It's awesome! But, in "No Deformation Tool", how to rotate the mesh without intervening pivot in the model? That is, through the blueprint?
Dude, you are great. Keep up with this good work.
Thank you Lulu, happy to share!!
This is so cool! Just bought it on gumroad, it's only $5 you deserve at least some money for it, its gonna be super useful.
I saw that, thank you so very much! ❤️❤️ It really does help out! 😊 Hope you get tons of use with it!
hello! thank you for such a wonderful tool and for the lesson to it. I'm new to unreal engine and I didn't quite understand, but is there any way to replace your pillar with my own so that it works correctly?
Yes! You select your pillar in the details panel to the right and thats it! The instructions in this video for selecting/choosing your object for the spline doesn't match the latest version anymore. :)
Ah - thank you for these! I'm not a VAD artist or modeler, but I do admire simple, elegant tools that help me when i need to attempt to be one. I'm so happy I stumbled across your video here. Thanks so much for the tools!
Delayed reply haha, but thank you so much for watching the video! 🙌
How do you get the spline to automatically adjust with the height of the terrain? Thanks
Hi! Sorry it doesn't. 😅
@@tiedtkeio aww poop. Well at least i can make several points and adjust the height of each point
can I remake powerwires into trolleybus wires?
Absolutely 🤗
How to select multiple mesh in this tool ,I don‘t want same one mesh and material, thanks
Hey Very Cool addon Thanks! Is there a way where i can make my train tracks be only on a part of the spline? Or so that i can have one type of tunnel appear at distance 1000, and then make the tunnel end at 2000. Then make the tunnel start again at 3000 and stop at 4000 distance along spline?
Again thanks so much for the addon its much appreciated :)
Thanks, I'm happy you liked it! As of right now there is only one mesh per spline. So I'd have the tracks end at 1000, create a new spline and align it to the end of the tracks, have the tunnel spline go from 1000-2000, then create a third spline starting at 2000 etc. 🙂
@@tiedtkeio Oh wau quick response! Ok ,but there is also a train following the spline, so i thought that maybe i can add something to the "start position and tangent" box, and also add a value to the "End position and tangent" box so that i can sort of "clamp" the extent of the tunnel piece? Does that make sense?
Again thanks a thousand times :)
Possible to do it at runtime for simulation games
Great Tool !! Congratulations !! Thanks Bro !!
Thank you so much Namonda! 😊
Thanks for the great video! But if I place one of those blueprint classes into my level theres no cube visible and even when I change the mesh nothing shows up. I only see the pivot. What can I do?
I have the exact same problem :( do you know, if there has been any solution?
It’s cool you’ve provided this for free. Maybe for version 1.1 you promote the mesh to a variable and make it user editable so they can select their mesh from the BP properties.
With a little extra effort, you can specify the forward direction and grab the bounding box on the axis you want from the mesh, so you can remove the need to specify the length.
Good work though.
Thank you James! Yes I totally agree it needs more work, especially if it would've been a paid download. I did these tools for myself for a project and only included what I needed at the time. Then decided to give it away if anyone else needed the same thing. That's why lots of things are missing that would've been handy haha. If I have the time soon I can update the tool with the requests I've gotten on it! But it's mostly a time thing. 🤗
I'm happy to say this is fixed now! Thanks once again! 😊
Hi Thanks for this. can we use this for inside Unreal Engine Project for Commercial Purpose. like to sale with other complete stuff inside project
Hi, thanks for watching! Well it depends on how you mean; if you mean like re-package the spline tool and sell on a marketplace - then no. If you mean like you build a game or a large level environment and you have used the spline tool in it - then yes, that's perfectly okay! Does that make sense? 😄
@@tiedtkeio yeah...
I can't seem to find the Mesh X Length, has it been replaced by something in a new version? Using 5.4
There's a new version. Read instructions on Gumroad page. :)
Any support for 5.0.3 by chance?
I believe there is a v001 of this still available for 5.0.3. If this is not the case then the tools/blueprints still work the same way in the later versions. So if you only want to use 5.0.3 you could download UE5.2, import the tools there then simply copy/paste the Blueprints from one project to another. I think the major issue is that some nodes have been renamed between 5.0.3. and 5.2+ such as the lerp or add node, but you can easily fix these errors on your own in the construction script too.
Amazing Man i just wanna say real, Great, beautiful
Thank you so much Iman! I'm really glad you find it useful! :)
I'm still a bit new to UE... how are you extruding the pieces? I can extrude on piece, so I'll have a starting point and another extruded point, but I can't figure out how you're extruding beyond that.
Edit: it's the Alt key. Place the track, then press Alt while dragging along the X axis. This will create a new segment.
Hi! Great that you found the answer you're looking for! Also, it perhaps didn't help me saying "extrude" as you're not technically extruding anything. Saying "duplicate by holding alt on one axis" would've been more correct. 😅
Great tool! woud there be any way for me to make the path taper or get small from a certain point on?
Hello, Amazing tool, and awesome that you made it free, thanks! I was wondering tho, is there a way for the Splinetool (deform) to manipulate the landscape so that its always following the height of the landscape? (so u dont have to manually fill in or remove the ground underneat the rails). Unreal's default spline tool has this function.
Thanks for watching the video! 😊 I'm sure there is, however that would make the blueprint more advanced to make, so I can have a look at it for the future, but for this one as it is at the moment I guess you just have to move the spline points by hand unfortunately. 😥
@@tiedtkeio Can it be made so it outo pins to the landscape? also, if it culd do like its doing here with the landscape formin that would be nice! ruclips.net/video/8WIWuybAKj4/видео.html&ab_channel=SmartPoly
This saved me a lot of work. Have a great Christmas. Liked, Subbed and rang the Bell..
I'm really happy to hear that!! Make sure to read the v002 release notes so you're aware of the improvements since this video! Happy christmas! 😊
Hi, its an amazing tool. Thank you ! I have just one problem with the deformation tool. I when I move in Y axe, it dont create another spine like you, it just move the first and only spine. How can I create other spine ?
Hi, thank you! Yes that was maybe unclear, you have to press alt key whilst moving spline points to create a new point.. :)
@@tiedtkeio thanks !
Thanks for providing this to the community! I am currently facing an issue, I am on UE5.3.2, When I place the spline asset onto the map, It's not generating a mesh like your tutorial, I am also unable to see the length field in the properties, any thoughts? Thanks!
Hi, thanks for watching! No need for that anymore. Just select asset in details, read the v002 release notes on Gumroad page. :)
Is it possible to overlap the meshes in the first deformation spline tool as in "NoDeform" ? The meshes bend horizontal and vertical ?
Non Deform Spline. How to rotate the pivot of the original sample mesh?
Import it into Blender, Maya, 3DSMax or Cinema4D. Blender is free and easy to use. :)
Hi there! Thanks a lot for creating this. Everything works perfectly, but I can't seem to offset the distance between meshes in the deformation blueprint. I tried changing the mesh pivot but it doesn't do anything. And changing the X length simply shrinks or fattens the object, but there's a gap between the scattered meshes. Any idea?
Hi! Glad you liked it! This sounds like it's mostly due to the origin not being in the correct place. You want the object origin placed at the world origin, then mesh itself needs to start with it's outer edge at the world/object origin and have it's mesh go/build/expand along the forward X axis. Recommend doing it in Blender. Hard to describe, easy to show. Hope that helps. 😅
@@tiedtkeio Alright, I'll try moving the object in Blender then. But I tried using modeling tools in-editor to modify the pivot and it didn't do anything, so I don't exactly understand. We'll see how it goes, thanks for answering!
Hi, do you know how to remove the texture of a landscape decal on a mesh grafted on a spline?
The option exists when the mesh does not belong to a spline but not with it.
Interesting, I will have a look!
This is great, dude. So useful. Thanks for sharing your knowledge, skill, and time.
It's cool beans mate! Thanks for watching my video! 😊🙏
how to make wirepoles to render in pathtracing?
Interesting....when I drag the BP_SplineTool_Tiedtke_Deformation into my scene, I don't get the cube.........
That's probably because of the update to the tool. Now you only have to select the mesh you want in the detail panel, nothing more. Select a mesh and start creating! 🙂✌️
@@tiedtkeio It's all good. A little bit of leg work and I figured it out. Great tool!
As the folder you download says...BP Spline Tools UE5 Preview Build, I'm working out of UE5.0.3 and I can't copy the uassets files in successfully, will this be updated to UE5.0.3, I really hope so, what a amazingly useful tool it would be, Many Thanks
Hi Richard, yes I built the tool using UE5 Preview. I've been away during the summer and 5.0.3 is out already. I will have a look at it the coming days and update the tool if it's not working! I will write you a new comment after I've looked into it. :)
Hey! It seems like the deform version is missing an offset option. Amazing plugin btw!
My model is aligned on x but when i try to offset on blueprint, it only does y and z :/
how do i make it so i can make like a roller coaster and go up hill i cant quite figure out the first one lol. please help, thank you!
does anyoen know if this works with buildings? I am currently doing a Roman Colosseum and this would be handy for me
It does! Just make sure the buildings are Nanite enabled. 👌
Awesome! Thank you! @@tiedtkeio its a real life saver
Great Vid. Any way to animate the spline growth?
Interesting question, in the sequencer at least you can add variables from the actor as keyable elements. Don't have a concrete answer right now, but fairly certain it's possible with the sequencer. 😅
@@tiedtkeio i added the spline blueprint into the sequencer and im able to track the entire spline, but can't seem to find a way to track the end point
Really cool stuff! I did manage to make it work in 5.1 but not in 5.0.3, can you confirm it is supposed to be supported in that version?
Yes! I removed the version 001 a few days ago which worked in 5.0.3. I assume everyone will simply upgrade to 5.1 which is the better version and use my v002 instead. It's a hassle to keep every version of Unreal installed on my computer. 😅
strange, if I drag the BP_SplineTool_Tiedtke_Deformation blueprint into scene I see only the arrows for the spline, if I click the edit in blueprint I see 3 boxes and for each it says "this node is disabled and will not be called. Drag off pins to build functionality"
Hi! Have you read the updates for v002? It's different from this video. :)
FANTASTIC !!! Many thanks
Happy to help!! Thanks for watching!
Quick question how do I enable collision? I'm not sure why but I have no collision when stepping on roads using the deformation tool. I fall straight trough the meshes.
Are you using the version 002 of the pack?
@@tiedtkeio Yes version 002. I think the Static Mesh and Spline meshes are reversed, if I add a static mesh to the static mesh component all I get is a line but if I add the static mesh to spline mesh I get the image. I'm on UE 5.2.1. I have no way of adding an Image so that you can see what I mean. Video time 2:43 nothing appears for me.
@@MatrixNetworx In version 002, you dont add a mesh like in this video but rather in the Blueprint details panel to the right when selecting the Blueprint actor in the viewport. ☺️
@@tiedtkeio Still no collision weather I check the "collision?" Boolean box or not.
@@tiedtkeio Fixed it the collision preset was set to invisible wall, switched it to block all now collision is working. Thanks for the Tool great job!
Pretty cool! Do these still work properly with updated versions of UE5?
Yes! 🙂
@@tiedtkeio Awesome ! Ill give it a go!
@@tiedtkeio Ive attempted it inside of 5.4 preview.. and for some reason.. i cant get it to work properly. After i create some extrusions nothing seems to happen. Then if i press control Z to go back suddenly the mesh appears in the spline path. Not sure what's happening really.
@@mootzartdev Interesting. I will have a look!
@@tiedtkeio Awesome! Yeah it seems to work if i add 'an extra movement' and then press ctrl Z. Its like its just not updating in realtime etc.
I can't seem to edit the spline. It only selects my mesh when using the move tool.
Are you making sure you're selecting the "almost invisible" grey tanget dot and not the main pivot point? It can be really hard to see the grey tangets.
@@tiedtkeio Thanks for the answer! My UE bugged and didn't display any of my splines and collision boxes. A restart fixed it.
will this work for water?
Water? Not really sure how you would use it for water haha, but yeah I guess you could make a mesh with a water texture and then use that mesh with one of the BP tools. 😅
Is there a way to allow a certain amount of overlap between meshes?
Maybe tell the blueprint that your mesh is a little shorter than it actually is
or you can edit the origin in your blender file to be a little bit inside of your object where you want them to overlap
For some reason I can't create 90 degree angles in no deformation tool BP? Anyone encounter that too?
Did you scale the handles on the point? They’re what affects the bend angle. 😊
@@tiedtkeio hey thanks! I did. Still no luck 😭
Thank you. Is it available collision?
hello, if you want to enable collision then go to Blueprint and select the node where you inserted your mesh, look for collision there and in the collisiojn presets value select Pawn
Superb, thanks for helping out! Have a great day! 🤗
Can you make it so you can add "start" and "end" pieces of geometry to the start and end of this spline?
so when will tool come for unreal 5.1?
It works in 5.1! 🙂🙏
Thanks for the tool, this will be used in our upcoming sim!
Awesome! Wish you the best of luck with the project! 🙂✌
@@tiedtkeio Much appreciated, though I have realized that when the spline is too long it causes extreme lag when adjusting the splines, any possible workaround?
@@holtrixstudios I haven't noticed this. Are you making sure the meshes are Nanite enable?
@@tiedtkeio All the meshes are using nanite, this isn't related to your code i believe, as i created my own and has the same issue with long splines.
THIS IS WHAT IM LOOKING FOR! UR MY SAVIOUR!!! THANKS!!
So glad I could help! Thanks for watching!! 🙂🙂
Hi, the offset option how it works? I would like for example to add a road (works fine) and then duplicate the same spline add a pavement for example exactly next to it but the mesh should be offset to right or left of the main road. How is this possible?
Unfortunately, I used UE5.03, so I guess that's why the other two versions didn't show up correctly in Unreal. I really want to use your tool; they looks fantastic!
They do show up, you just have to restart the engine. 😊
@@tiedtkeio I tried, but it still showed nothing.😂
@@黄鸽子-x5l Strange! You used engine 5.03 and the version 002 of the blueprint pack? I will look into it!
@@tiedtkeio yea they wont spawn any blue print
Good morning,
when I render using Path Tracyng the objects used in this plugin disappear.
How do I make them appear in the render?
Thanks for watching! Unfortunately I don't have an answer, I personally haven't used the path tracer at all in Unreal Engine. I exclusively use Lumen. I will have a look at it when I have a moment to spare! Hope you manage to figure it out! 🙂
@@tiedtkeio thank you friend
Thank you so much!! loved that Cable Blueprint..
Late reply but thank you so much for watching!! Happy to help! 🤗
Thanks! These are super helpful! I duplicated the power poles/wires blueprint so that I could replace the pole with a different static mesh... but I'm getting an error messaage: "Can't connect pins Select Next Wire Connect Mesh and Target: BP Spline tool Teidtke Wires Object Reference is not compatible with Test Object Reference" Do you know how to resolve this?
@3.14 how did u do that means how to turn spline path
Oh my god. I needed this. Thank you. Earned a sub.
Glad to help! Thanks for watching! 🤗🙏
Nice tutorial, One question though: does this work in Unreal Engine 4?
Thank you! Yes it does. For UE4.27 :)
how to add materials override to change the random materials on barrier .
hi thanks for the spline tool is there a way to make trains follow the track?
Hello, this splines can be animated in sequencer?
Good question, I do believe they can. I will have a look!
hmm somehow I cant see the BP Spline blueprint classes when opening those folders in UE. Maybe it is a mismatch of version, I am using 5.1.1 version, but in notes it says 5.1 is ok. Any idea? Should I go for 5.0.3 version? Thanks, Btw. amazing script mate!
You just have to restart the engine. :)
@@tiedtkeio what? haha yes it is working now! I am so stupid, sorry for bothering. I am going to play with it now, so cool!
This is awesome, i literally just made my own basic one in blueprint to distribute houses along a spline, then i discovered your video.
Just a quick question, is it possioble to add in additional static meshes along the spline or even have it select them randomly from a group of meshes?
Cheers
You could mix and match yours and mine to get the perfect tool! Yes, I think so. I'll look into it and get back to you. 😊
@@tiedtkeio awesome stuff, thank you.
@@tiedtkeio Hey, any luck on this, im still trying to figure it out. lol crashed on me a few times because i was probably adding things in i shouldnt
Do you have spline for stairs?
Sorry not at the moment ☺️
Dont think this is set up for 5.4. There is no cube and when I attach a cube under the blue prints and set the x factor ( which is somewhere else ) , I still do not see the cube attached. Also if I drag the spline longer I still dont see anything. I will keep trying.
Hi there Brent! Did you read the v002 release notes? 🙂
It doesnt have colision for me even when i go to add spline mesh component node and make the colision to pawn or block all
deformation is not working for path tracing.. How can I get it working? plugin is amazing!
Thank you tiedtke!
Happy to help Hussin! Have a great day! 🙂
Great tool ! I only have a question, how do you set up collision for the mesh in the spline ?
hello, if you want to enable collision then go to Blueprint and select the node where you inserted your mesh, look for collision there and in the collisiojn presets value select Pawn
Amazing tool! I was wondering if there are also any solutions for spline creation at runtime ? 🧐
Thank you! I've gotten this question a few times now, I will look into it! Doesn't have an answer right now. 😅
Thank you! Do you think the last one could be used to make a flag system using the cable component mixed with instanced flag meshes?
Yeah that could probably work! 😄
hello. I am a beginner using this tool. I want to make a 1km long rail using this tool. Is there a way to do this?
Incredibley helpful, great purchase, thank you.
Thank you so much!! Really glad I could help! ❤️️
Hi, can anyone make a deformed spline work in the negative x-axis? It's important for my needs and I can't figure it out. Thanks
the best!!!!!!!!❤🙌🙌
Glad you liked it! Thanks for watching Leo! 🙂🙏
Thank you for your work
Helped me a lot
Happy to hear that! Thanks for watching!! 🤗
Thanks for this tool, simple to use and effective :D
Great!! Thank you for watching Memia!! 😊
3rd_characters does not have issue with this splinetools
but when creating roads with it the car in unreal does not collide on it and go through it
even tho i checked my road mesh and the car collide on that mesh outside the splinetook, but when i use it inside the splinetool the problem back again
any solution ?
HOLY MOLY. LOVE IT
Nice!! Thank you so much for watching and your nice comment! 😍
thank you so much bro amazing you are the best.
No worries, really glad I could help out! 🙏🙏