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Can you give me an example of SplineMeshComponent in C++?

Hi guys, I´m currently stuck at coverting my spline-based road from blueprints to C++. Off course everything is working fine in blueprints already and I was able to spawn the spline from C++. However, there is no Mesh showing in the game world. As examples seem to be very rare, I would welcome any help you can offer :D

What I have done so far:

 if (Mesh)
             Spline->GetWorldLocationAtDistanceAlongSpline(i*MeshSize + MeshSize),
             Spline->GetWorldDirectionAtDistanceAlongSpline(i*MeshSize + MeshSize)*TangentScale);
         if (Material)
         SplineMeshComp->RegisterComponentWithWorld(GetWorld()); //not sure about that line
         SplineMeshComp->bCreatedByConstructionScript = true;

Product Version: Not Selected
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asked Feb 17 '15 at 09:49 AM in C++ Programming

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Here is how I do it :

 void ARaceSpline::OnConstruction(const FTransform& Transform)
     for (int32 i = 0; i < mSplineComponent->GetNumSplinePoints() - 1; i++)
         USplineMeshComponent* SplineMesh = ConstructObject<USplineMeshComponent>(USplineMeshComponent::StaticClass(), this);
         SplineMesh->bCreatedByConstructionScript = true;
         SplineMesh->AttachParent = mSplineComponent;
         //Set the color!
         UMaterialInstanceDynamic* dynamicMat = UMaterialInstanceDynamic::Create(mSplineMeshMaterial, NULL);
         dynamicMat->SetVectorParameterValue(TEXT("Color"), FLinearColor(mSegments[i].mColor));
         SplineMesh->bCastDynamicShadow = false;
         SplineMesh->SetMaterial(0, dynamicMat);
         //Width of the mesh 
         SplineMesh->SetStartScale(FVector2D(50, 50));
         SplineMesh->SetEndScale(FVector2D(50, 50));
         FVector pointLocationStart, pointTangentStart, pointLocationEnd, pointTangentEnd;
         mSplineComponent->GetLocalLocationAndTangentAtSplinePoint(i, pointLocationStart, pointTangentStart);
         mSplineComponent->GetLocalLocationAndTangentAtSplinePoint(i + 1, pointLocationEnd, pointTangentEnd);
         SplineMesh->SetStartAndEnd(pointLocationStart, pointTangentStart, pointLocationEnd, pointTangentEnd);

What seems to be missing in your case is the actual SplineMesh Component creation. Hope this code helps you :)

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answered Feb 18 '15 at 12:03 AM

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avatar image potatojoe Feb 18 '15 at 09:41 AM

Thank you very much!

avatar image shpen Mar 12 '15 at 12:31 AM

bCreatedByConstructionScript is now deprecated. Even if I try to set it to true, my meshes are not deleted on a new construction, so I am left with hundreds of meshes when I move my spline around. How do I fix this?

Edit: Actually, I found your other post at:



avatar image MickD777 Mar 12 '15 at 01:42 AM

It's weird that you commenting here actually remove the accepted answer :S I wonder if Epic could change that so we don't actually lose Karma when this happens :S

Anyway, glad you found your answer.

avatar image shpen Mar 13 '15 at 03:02 AM

I hope you don't mind me commenting again. I have a new issue, regarding collisions, specifically that they only work in-editor and not in an exported Windows or Android build. I am not sure how to contact you through the answer hub, but if you could message me on the forums, I would greatly appreciate any assistance you can offer. Thanks!


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