UE5 - Spline Railing with Geometry Script and C++ (Part II)

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  • Опубликовано: 28 сен 2024
  • I built this cool rounded railing using some trial-and-error, math, and fancy Unreal Engine 5.1 geometry script tools. I decided to record this tutorial after I had some success programmatically modifying the spline from C++. It makes the railing shape simple to edit (just a single spline) while still boasting its nice rounded shape.
    I'd be interested in seeing a Blueprint-only version of this, if anyone knows a simpler way to create the nice rounded corners! I'm sure the way I built this isn't necessarily the best, let alone the only, way.

Комментарии • 7

  • @inversus1733
    @inversus1733 Год назад +1

    Thank you for the tutorial. Do you know if there is a way to create a spline object in C++ while still being able to edit the spline in the editor, so that it stores its changes (because it's editable and save shape in the editor, but C++ object reset its points when the constructor is called)?

    • @_noisecode
      @_noisecode  Год назад

      Thanks for watching! You should be able to create a USplineComponent in C++ and then assign it to a UClass member in a C++ constructor... and then it SHOULD be editable on an instance in the editor with your changes persisting afterward. The reason the changes don't persist in this tutorial is since we're driving them through the On Rebuild Generated Mesh event, which gets triggered all the time, a lot like a construction script.

    • @inversus1733
      @inversus1733 Год назад

      @@_noisecode Thank you for the ansver. After some struggles I have done it.

  • @Ksj392os7
    @Ksj392os7 11 месяцев назад

    Thank you! I love your videos, I have a question though, I have no clue how c++ works, can you tell me if I want to have some code and I want it to be a blueprint node how to do that? you jumped directly to blueprint function library in the vide, but what happens before that? I know its stupid and must be really simple but Im clueless

    • @_noisecode
      @_noisecode  11 месяцев назад

      Thanks for watching! I’d love to help, but what do you mean exactly by what happens “before that”? I believe the steps I took in the video should cover it; you create a C++ class that inherits from UBlueprintFunctionLibrary. Then your Blueprints should be able to call functions from it that are labeled as blueprint callable.

  • @hiro4476
    @hiro4476 Год назад

    Hi! One question. Where can you assign the mesh? The "Details View" of DynamicMeshComponent don't seem to have anything related to Mesh... 🤔