Getting a Beam Particle to Follow a Spline
I'd like to mirror a thread I have going on at the forums, as I think I've done everything correctly.
I'm trying to get a Beam particle to emulate a spline (I want the spline to update it's positions in realtime, and there are a total of 16 splines each with 64 points in our game, so spline meshes are too performance intensive). I think I've set everything up correctly, but for some reason my beam is taking the longest possible route to the spline. Inverting the Tangent Vectors doesn't give me the correct result either.
Is this a bug or an error on my part? Images in the thread!
asked Nov 21 '14 at 09:37 AM in Using UE4
Hi TheJamsh -
I think you were there, I have a tendency however to use the Particle Vector Parameters in my setup.
Here is the Cascade:
Here is the BP:
Here is the Results:
answered Nov 25 '14 at 08:43 PM
Lovecraft_K ♦♦ STAFF
Hey Eric , I too needed something just like this. I had one problem if you could help me out here. I want the beam to be in XY plane but when I draw the spline dynamically the beam changes its plane and it looks really weird. Thanks a lot...
answered Oct 01 '17 at 03:31 PM
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