For those watching in 2020 who are wondering why they cannot see 'Forward Axis' or 'Static Mesh' in the Details panel in the game editor; You need to set the variables to public/editable on each instance. To do this, go into the Blueprint editor and press the Eye icon next to both of the variables you created.
Thank you for watching my tutorials, please check also project we are working hard to bring it to Steam and KS (June this year) ruclips.net/video/IBoTsupTudo/видео.html We need your support!
This is a pretty straight forward, very good tutorial. In 2016, older versions of unreal engine had some problems with Edit Spline so this was pretty useful but now, edit spline tool in UE4 is so much better to use so we don't need to do this anymore. 1 tip, only create this if you are going to continue to add more to the blueprint to make it more interesting and advanced to add additional of whatever you want it to do, events included :).
I really like, that you explained it rather fast and on point. This is rather rare on youtube these days, most make such things to an 1 hour tutorial. I would like to see more :).
Great tutorial, 10/10. Some people use spline component to make rivers also and I will try this. As you said, it's one of the most important components on UE4. Very useful.
First of all great video, very well explained. Just one thing i think is worth to clarify, i followed the exact set up of this video and my meshes from the splines didn´t produced static lighting, even when the option for "static" was set on the "set static mesh" node options and the static mesh itself. I investigated a little and in fact, merging the spline with the root component is not necesary at all, and by doing that, the mesh lighting will be dynamic only for some reason. So, you just have to create a new scene component within the root and set it to static, put the spline within the new scene component, then drag the new scene component in to the root to replace it. And last, connect the "Parent" input of the "attachComponent" node to the scene component insead of the spline, this way the meshes form the spline will cast static lighing. I don´t kow if there´s an easier way to do it or just missed something but this solved my problem. Again great video, and keep the good work.
@@osakanone create a location offset (in x-axis for example) while updating and incrementing player rotation at each tick (each frame) for example : if ( isOnthePipe( ) ) { // offset location // update rotation // isOnthePipe ( ) could be implemented using collision event handlers Hope this helps
Everything what you need to do is just updating your mesh/character position using GetLocationAtDistanceAlongSpline. So you simply add little distance when ticking.
Hi Tefel ! :D These days, I'm developing a 3D action game with the Unreal Engine, but I'm having a problem with the fight system. I would like to ensure that each movement of the mouse (joystick, or even mushroom of a controller) is linked to a specific fight animation. Let me explain : Let's say that by pressing F, the "combat mode" is activated, and that each movement of the mouse corresponds to a particular animation. For example, if the mouse has a rectilinear motion, the character will execute a "direct" punch. If the mouse has a curved trajectory, the character will execute a hook. If the mouse describes a perfect circle, the character will perform an aerial circular kick. Finally, if the mouse goes towards "the back", the character executes an elbow strike turned, etc ... First, I thought of using an IK system with an animation adaptation, according to the directions taken by the capsules (which are moved by the mouse or the joystick) relative to the hands of the character, but it seems very complicated, and I doubt that this is the most relevant method ... Do you have specific tutorials to advise me? Blueprint, C ++ does not matter, the objective is to make this game more immersive to the 3rd person. It seems to be very difficult to programm it or to build it with blueprints, so I ask a pro ;) Thank you in advance ps : Sorry for my bad english, I'm french.
Super awesome tutorial man... I was able to make my first blueprint watching it... Never understood any other tutorial regarding this spline thing... Thanks alot
So if anyone's getting issues with this Blueprint, I figured out what worked for me. In the ForLoop, set First Index to 1, and the subtraction off your Return number of Spline Points to 1. Then, as opposed to +1 for your second set of Get Location/Tangent values, set it to -1. No problem!
TO so much!!!, This worked great, and you used hardly any promote to variable compared to others, therefore this BP was much faster and easier to do and grasp. Worked like a charm. :_))))happy dance.
very nice tutorial. Could you please follow this up with how you forced the player to move along a spline? This would be amazing for ziplines, climbing ropes, etc
thank you this is what im looking for, for my network and power cabling. edit: my cables arent bending whenever it hit the corner. its all straight. edit2: i forgot to subdivide the faces of my cables. lol now its working fine. :)
Hi Tefel, nice tutorial... I would like to know What functions did you use make the character move along the spline? Did you attached and added an impulse/force/velocity with a tick or is there another way to make it constantly move?
Hi Tefel, in the tutorial, I noticed that your player character can jump onto any position on the spline and then follow its path from that position where it landed to the end of the spline. Do you possibly know a good tutorial that can help me set that up please? I can make the player follow the spline from its origin to its end, but not from the position where he landed on it. Tx!
It's very simple, you check position and rotation at Distance Along Spline docs.unrealengine.com/4.26/en-US/BlueprintAPI/Spline/GetLocationatDistanceAlongSpline/ and update character position.
@@UnrealTefel thank you so much for the reply! Okay, I’m on the right track then. I had sent an email too, so thank you. I’m struggling with where exactly to put this as well as which nodes to utilize though. I tried casting to the first person character to set the location, but that’s not compiling correctly.
This is created all sorts of problems. My model is coming in the wrong direction and squished. when it extending it just breaks. I am spending more time scrumming through this video to check my steps because of how fast it was slowing down is always better. Just not 40 mins long. There is definitely a sweet spot for this.
awesome tutorial, when i had to learn it i watched Epic's tutorial that was like 40 minutes, this is short and spot on, good job, also as an idea : you could make another one about how to interact with splines, and by that i mean something like your train example, i had some annoying problems with rotation and stuff anyway, good job on the tutorial
Thanks! Yeah this is a very good idea. I have 2nd series "tutorials" where I do longer stuff about 20-30 minutes so I can just make the train tutorial. I try to keep every guide as short as possible, explaining everything about one case and not being too boring
Hello, thank you very much for your excellent training, I have a question, I would be grateful if you could answer it, I want to make a hose with a spline and I made it with blue print, now I want to connect the beginning and end vertex of the spline to two different objects, and when I move the objects so that the hose moves realistically
Mine wasnt working but then i realized I hadnt connected my white arrows together to complete the order of operations. Make sure all of your execute arrows are connected all the way through the chain :)
Maybe create a tut for layer blend and adding layers a bit more advanced for the landscape its pretty basic tut but i think a lot of people will watch it and there is none of them out there for this specific thing
If you use Spline Mesh Component it's for stretching and bending mesh. It's good if you want to do quick deformation. For repeating the mesh I would simply use InstanceStaticMesh or HierarchicalInstanceStaticMesh in conjunction with Spline.
Great Tutorial.. I created the spline step by step as you showed.. everything works fine... but when i "alt click" at the end on spline point to extend and add another point, that new point comes in between the two points, not in the end.
Hi, Thank you for your guide ! I follow the steps by when i add a part with ALT key the new meshe is not blend with the first when there is a curve... I can see a space bettwen the 2 and the curve is not smooth. Any idea ? Sorry fot my english ;-)
Simple and quick... Great tutorial dude. Just one question: How did you make the material tile well when stratching the spline points far? Like how it is with the road materia?
LOVE it! But can you make a little more advanced version with use of multiple mesh components for randomization reasons along the spline? (or is there tut for this somewhere) Thanks?!
Of course, you can create as complex system as you want. Spline is just component which allows you to do it. You can randomize it, connect multiple splines, add more meshes etc.
Great tutorial, thank you so much man! Is there a way to allow for tapering/scaling individual spline points? I am working on roots and that functionality is much needed.
thank you very much you don"t know how much this just helped me. You learned things on you tube that they probably never taught in school shameful but it is what it is again thank you you just got a subscribe from me
Thank you for this tutorial. I am making a platform game for android, and this spline simply will save me much of the work. :-D It was perfect, congratulations! I'd like to see a particle tutorial, when you can do. :3
Thanks mate Currently I am working with wheeled vehicle a lot so I can make not only one tutorial. About: physic materials, the friction, movement along the spline, custom gravity etc
3:00 but what if the "Set Forward Axis" node is no longer called that or no longer exists? I can't find the node... I'm searching for it, in Construction Script...
Thanks a lot for this GOLD tutorial ! BUT i have a question please guys : How to make the roads not square for the turns ? Because when i try to make a turn, the road are square, i have right angles :s
How can i make a little overlap? With some mesh it would be nice if the second one spawned a little back not on the very end so it would be overlapped by the first one. Without overlap the mesh that i wanna use with spline looks like it's not connected properly. .
For those watching in 2020 who are wondering why they cannot see 'Forward Axis' or 'Static Mesh' in the Details panel in the game editor; You need to set the variables to public/editable on each instance. To do this, go into the Blueprint editor and press the Eye icon next to both of the variables you created.
Thank you in behalf of regular env artist xD
Thank you for watching my tutorials, please check also project we are working hard to bring it to Steam and KS (June this year) ruclips.net/video/IBoTsupTudo/видео.html
We need your support!
This is a pretty straight forward, very good tutorial. In 2016, older versions of unreal engine had some problems with Edit Spline so this was pretty useful but now, edit spline tool in UE4 is so much better to use so we don't need to do this anymore. 1 tip, only create this if you are going to continue to add more to the blueprint to make it more interesting and advanced to add additional of whatever you want it to do, events included :).
I have no idea what I just did, but it works. Cool tutorial. You go at a great pace. Most tutorials I've been watching have been pretty slow.
I really like, that you explained it rather fast and on point. This is rather rare on youtube these days, most make such things to an 1 hour tutorial. I would like to see more :).
There are more tutorials, just after 2 years :)
Thanks a bunch for this. I figured this could be done once I saw the spline mesh component, but it was reassuring to see it executed so simply.
Great tutorial, 10/10. Some people use spline component to make rivers also and I will try this. As you said, it's one of the most important components on UE4. Very useful.
Dude i am new at this but i think your videos will make my life much more easier.
Thanks a lot.
this is freaking useful! Entirely a fundamental knowledge in UE! Thanks for the tutorial :)
Thanks so much! This is probably about the 3rd time I've watched this!
First of all great video, very well explained. Just one thing i think is worth to clarify, i followed the exact set up of this video and my meshes from the splines didn´t produced static lighting, even when the option for "static" was set on the "set static mesh" node options and the static mesh itself.
I investigated a little and in fact, merging the spline with the root component is not necesary at all, and by doing that, the mesh lighting will be dynamic only for some reason. So, you just have to create a new scene component within the root and set it to static, put the spline within the new scene component, then drag the new scene component in to the root to replace it. And last, connect the "Parent" input of the "attachComponent" node to the scene component insead of the spline, this way the meshes form the spline will cast static lighing.
I don´t kow if there´s an easier way to do it or just missed something but this solved my problem. Again great video, and keep the good work.
Great video, thank you.
I noticed there is a "Get Location and Tangent at Spline Point" node, that can make the graph just a little simpler.
This was very helpful. I watched it several times to understand your workflow. Everything makes perfect sense.
How do you make it that the character follows and rotates to the direction of the object?
I also want to know this.
@@osakanone create a location offset (in x-axis for example) while updating and incrementing player rotation at each tick (each frame)
for example :
if ( isOnthePipe( ) ) {
// offset location
// update rotation
// isOnthePipe ( ) could be implemented using collision event handlers
Hope this helps
@@osakanone Try this- ruclips.net/video/UK_GBLmuas4/видео.html
@@khisrowhashimi each tick is not a good idea on performance better to use timers
Everything what you need to do is just updating your mesh/character position using GetLocationAtDistanceAlongSpline. So you simply add little distance when ticking.
In the odd case you can't see your spline help points you alt drag out, make sure Game view (G) is not running.
thanks dude it wasnt working for me and finally i found an answer thanks to you
Hi Tefel ! :D
These days, I'm developing a 3D action game with the Unreal Engine, but I'm having a problem with the fight system. I would like to ensure that each movement of the mouse (joystick, or even mushroom of a controller) is linked to a specific fight animation.
Let me explain : Let's say that by pressing F, the "combat mode" is activated, and that each movement of the mouse corresponds to a particular animation.
For example, if the mouse has a rectilinear motion, the character will execute a "direct" punch.
If the mouse has a curved trajectory, the character will execute a hook.
If the mouse describes a perfect circle, the character will perform an aerial circular kick.
Finally, if the mouse goes towards "the back", the character executes an elbow strike turned, etc ...
First, I thought of using an IK system with an animation adaptation, according to the directions taken by the capsules (which are moved by the mouse or the joystick) relative to the hands of the character, but it seems very complicated, and I doubt that this is the most relevant method ...
Do you have specific tutorials to advise me? Blueprint, C ++ does not matter, the objective is to make this game more immersive to the 3rd person.
It seems to be very difficult to programm it or to build it with blueprints, so I ask a pro ;) Thank you in advance
ps : Sorry for my bad english, I'm french.
Super awesome tutorial man... I was able to make my first blueprint watching it...
Never understood any other tutorial regarding this spline thing...
Thanks alot
It's better to use [ Get Location and Tangent at Spline Point ] instead of [ Get Location at Spline Point + Get Tangent at Spline Point ].
right
for those confused why something is odd and not working, don't use the scale tool at all (R) and use Alt at the end point to add points.
This video was simply amazing. Short, sweet, and to the point! Great tutorial :)
So if anyone's getting issues with this Blueprint, I figured out what worked for me. In the ForLoop, set First Index to 1, and the subtraction off your Return number of Spline Points to 1. Then, as opposed to +1 for your second set of Get Location/Tangent values, set it to -1. No problem!
Cheers Tefel, nice and concise tutorial.
TO so much!!!, This worked great, and you used hardly any promote to variable compared to others, therefore this BP was much faster and easier to do and grasp. Worked like a charm. :_))))happy dance.
Good tutorial. One thing I would suggest is to upload a package with a project to get final result.
That's very good idea :)
stopping by to say "thanks" for amazing and quick tutorial... work like charm on fork of unreal 4.20.3 with nvidia framework
Very useful tutorial, thank you so much, man. I didn't know splines were so complicated to make. Without this video, Id get lost :D
Thank you for feedback. I am glad that you found this helpful. :)
That was a really useful and quick tutorial.
all this while i thought only houdini can do this!!!!!!! MIND BLOWN!
Awesome work man. Keep it up.
wow thank you very much! I'm coming from Unity, this is awesome!
Yes, you are right, it is really useful. Thanks for sharing
great, nice to hear that
very nice tutorial. Could you please follow this up with how you forced the player to move along a spline? This would be amazing for ziplines, climbing ropes, etc
Thanks! Yeah I will do it.
I agree a tutorial on this would be nice as well. Power to you.
Where is the tutorial for that?
thank you this is what im looking for, for my network and power cabling.
edit: my cables arent bending whenever it hit the corner. its all straight.
edit2: i forgot to subdivide the faces of my cables. lol now its working fine. :)
Thank, its very useful for me
Very nice. Thanks for sharing that quick and very useful tutorial.
Hi Tefel, nice tutorial... I would like to know What functions did you use make the character move along the spline? Did you attached and added an impulse/force/velocity with a tick or is there another way to make it constantly move?
Hey Bruno
get distance along spline and set actor location
Explain it better please?
Hi Tefel, in the tutorial, I noticed that your player character can jump onto any position on the spline and then follow its path from that position where it landed to the end of the spline. Do you possibly know a good tutorial that can help me set that up please? I can make the player follow the spline from its origin to its end, but not from the position where he landed on it. Tx!
You're right this is what I've noticed too and I really would like to know too
Maybe you've found the solution ?
Sadly I didn't :(
Maybe you should replace the AI and actor by the player component
Ive been looking for this too
Any luck in finding the answer to this?
How did you get the player character to grind on the rail?
Thank you for the tutorial!
It's very simple, you check position and rotation at Distance Along Spline docs.unrealengine.com/4.26/en-US/BlueprintAPI/Spline/GetLocationatDistanceAlongSpline/ and update character position.
@@UnrealTefel thank you so much for the reply! Okay, I’m on the right track then. I had sent an email too, so thank you. I’m struggling with where exactly to put this as well as which nodes to utilize though. I tried casting to the first person character to set the location, but that’s not compiling correctly.
This is created all sorts of problems. My model is coming in the wrong direction and squished. when it extending it just breaks. I am spending more time scrumming through this video to check my steps because of how fast it was slowing down is always better. Just not 40 mins long. There is definitely a sweet spot for this.
Thanks for the tutorial. Powerful technique which could save days of work. Subbed.
awesome tutorial, when i had to learn it i watched Epic's tutorial that was like 40 minutes, this is short and spot on, good job, also as an idea : you could make another one about how to interact with splines, and by that i mean something like your train example, i had some annoying problems with rotation and stuff
anyway, good job on the tutorial
Thanks! Yeah this is a very good idea. I have 2nd series "tutorials" where I do longer stuff about 20-30 minutes so I can just make the train tutorial.
I try to keep every guide as short as possible, explaining everything about one case and not being too boring
+Unreal Tefel you are doing a really great job, keep it up and good luck! :)
Hello, thank you very much for your excellent training, I have a question, I would be grateful if you could answer it, I want to make a hose with a spline and I made it with blue print, now I want to connect the beginning and end vertex of the spline to two different objects, and when I move the objects so that the hose moves realistically
Mine wasnt working but then i realized I hadnt connected my white arrows together to complete the order of operations. Make sure all of your execute arrows are connected all the way through the chain :)
Good point! Always connect your white arrows together! :)
Maybe create a tut for layer blend and adding layers a bit more advanced for the landscape its pretty basic tut but i think a lot of people will watch it and there is none of them out there for this specific thing
How would you implement this without stretching the mesh but rather repeating it? Also how would you add a random mesh at a spline point?
If you use Spline Mesh Component it's for stretching and bending mesh. It's good if you want to do quick deformation.
For repeating the mesh I would simply use InstanceStaticMesh or HierarchicalInstanceStaticMesh in conjunction with Spline.
There's an scary sound effect at 7:57...just saying, it's kinda fun to replay it.
Ah haha it's standard UE4 sound when you are stopping the game :D
Great Tutorial.. I created the spline step by step as you showed.. everything works fine... but when i "alt click" at the end on spline point to extend and add another point, that new point comes in between the two points, not in the end.
Pretty cool stuff, thanks a lot !
This tutorial is very well made! thank you very much!
Splines are awesome!
Easy and fast way to set up pipes systems in buildings. +Like
keep them coming Tefel!
Hi, Thank you for your guide !
I follow the steps by when i add a part with ALT key the new meshe is not blend with the first when there is a curve... I can see a space bettwen the 2 and the curve is not smooth. Any idea ?
Sorry fot my english ;-)
Please make a tutorial for a light which should glow in multiple Colors with few delays .
Nice Tut! How would you add diff Static Meshes for turns/angles/corners?
That's just what i was looking for!
Thank you so much!!!
Thanks mate! I am glad you find this useful.
+Unreal Tefel Cześć, chciałem podziękować za świetny poradnik i zapytać kiedy kolejne odcinki bo nie mogę się doczekać :)
awesome videos man! I would suggest a 1vs1 local fighter tutorial! :)
When I use the Alt key to extend the spline, it just duplicates the mesh but will not extend it? help please
did you find any solution?
@@IvanSorce You have to click on the spline point, not on the mesh.
Can you tell us how did you manage to make the player Grind on the rail / spline ? Thanks in advance.
Awesome tutorial,is it possible to ass a mesh only at the end of the splain,like if it is a cable so it end with a connector?
Simple and quick... Great tutorial dude. Just one question: How did you make the material tile well when stratching the spline points far? Like how it is with the road materia?
Would be nice if you actually showed us how to add the character to the spline like previewed at the start and end of the video....
Ty for the tutorial! Works great! Is there a way to save my Blueprint and use it in other projects?
Impressive great tutorial !!
10/10
great work! helped me a lot
LOVE it! But can you make a little more advanced version with use of multiple mesh components for randomization reasons along the spline? (or is there tut for this somewhere) Thanks?!
Of course, you can create as complex system as you want. Spline is just component which allows you to do it. You can randomize it, connect multiple splines, add more meshes etc.
I've seen some tutorials for more advanced systems as well. It is also not hard to figure it by yourself :)
I suggest using a non-mechanical keyboard while recording videos
Great Tutorial, Thanks!
Great tutorial, thank you so much man! Is there a way to allow for tapering/scaling individual spline points? I am working on roots and that functionality is much needed.
Thank you! Very, very thank you!!!
Hey! awesome tutorial!!, just one thing, how could I make a spline where I can choose multiple static meshes to be part of the same spline
Thanks!
thank you very much you don"t know how much this just helped me. You learned things on you tube that they probably never taught in school shameful but it is what it is again thank you you just got a subscribe from me
Is this addable on runtime? So eg a player spawns in a rail and can draw it and even connect rails into each other?
Sure! It's even more useful runtime than in the Editor. Since is component is flexible.
@@UnrealTefel is there also some sort of "ai pathfinding" component, like a train searching exitpoints by itself?
Thanks Tefel!
Thank you for this tutorial. I am making a platform game for android, and this spline simply will save me much of the work. :-D It was perfect, congratulations!
I'd like to see a particle tutorial, when you can do. :3
Useful tutorial please make a tutorial about vehicles.
Thanks mate
Currently I am working with wheeled vehicle a lot so I can make not only one tutorial.
About: physic materials, the friction, movement along the spline, custom gravity etc
thanks mate this would be great. looking forward to this
3:00 but what if the "Set Forward Axis" node is no longer called that or no longer exists? I can't find the node... I'm searching for it, in Construction Script...
Thanks man!
You're welcome!
it worked. Thank you!
Thanks for your tutorial! I have a question, why do you add that AttachToComponent Node? the BP seems to work fine without it.
In the video, Tefel says that it's optional, but it allows you to use the Spline object to find all of the child objects.
you sir earned my sub!
Thank you for the lesson!
How is this different from just adding spline from landscape mode under manage or just from add menu > spline, top of ue UI ?
OMG, Thank you!!!! 👏👏👏👏👏👏👏👏
thanks man
Thanks a lot for this GOLD tutorial ! BUT i have a question please guys : How to make the roads not square for the turns ?
Because when i try to make a turn, the road are square, i have right angles :s
awesome :D. sooo useful :)
Is there a way to add lane lines for the road? Like a solid or dashed yellow line that goes through the middle?
How would you go about making sure the static mesh object does not scale along the spline?
How can i make a little overlap? With some mesh it would be nice if the second one spawned a little back not on the very end so it would be overlapped by the first one. Without overlap the mesh that i wanna use with spline looks like it's not connected properly. .
Thank you so much man! i love you!
Thanks for your tutorial : )
Thx so much, it really helped me !
Can you make a Tony Hawk Pro Slater game using these?
How about roads that cars have to follow?
How about turn left? Did the mesh flip down into ground? I used blueprint like this when I turn big angle mesh will flip///
How was the geometry modeled for the static meshes? Did you have to add multiple subdivisions so it would bend or does it create them on its own?
yes, you have to do it manualy or meshes will not bend, but "break" instead
Awesome thanks!
Hey , just a little question why the X axis for rotation don't work ? Cause i want to do a roll with my spline
What would you do if you wanted to make a rope that had a knot on each end and look like one piece in the middle section.
Great Job boy!
Can you make junctions using spline meshes? I cant find any videos about that.