This is a sample project in UE4.21 to go with the twist correct plugin on the UE4 marketplace
Get live help on Discord: https://discord.gg/WDZk9MT
- When adding spline mesh components to a spline that does loops or twists
- Finding an offset spline for geometry or effects
- Want to simplify setting up a spline mesh
- Want to subdivide a spline with minimal control points
- Add the component to any actor
- Adjust the parameters for the mesh and materials to use
- That is all!!
- Set up a spline in the editor (SplineUser)
- Add a second spline to the actor and set it as a variable (SplineOffset)
- Its a good time use "Build Offset Spline" which will set the locationd and tangents of all the points on SplineOffset
- Add a third spline to the actor and set it as a variable (SplineFinal)
- We can "Build Corrected Spline" now which will subdivide the SplineUser and set all the points of SplineFinal with 'Up Vectors' pointing toward the OffsetSpline
- We need the number of sections and calculated length from "Calculate Rail Length" to configure our final spline mesh.
- Loop through adding spline meshes to the actor and "Configure SplineMesh" to see all of their locations, tangents, and rotations automatically.
Shows a progression using more and more functions in the plugin
Currently 7 functions that can all be used in Blueprints or C++
I will be going over this project at our monthly UE4 meetup https://www.meetup.com/Seattle-Indie-Game-Dev-Workshop/events/247613617/
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