Creating precise splines

Hello all.

I’ve been working with spline components lately, and I was wondering if there was a way to more accurately create splines within (or outside of) the editor. I can make rough versions of what I want, but I need to be able to make more accurate splines in the future. For instance, one of the things I’m trying to make is a basic circle, and it’s proving to be much more of a pain than I feel it should be for such a simple task; so much so that I’m beginning to think that I’m missing something.

With that in mind, I checked out the BP splines section of the Content Examples pack to try and figure out whether I’m missing something in my understanding. I noticed that in the example 2.1, there’s a spline version of the Unreal logo (you can see it in the image below). Was this made with the in editor tools, or imported from some other source?

https://docs.unrealengine.com/latest/images/Resources/ContentExamples/Blueprint_Splines/blueprintSplines_ce_header.png

http://i.imgur.com/vEN0IMl.png

Grateful for any help on the matter.

Thanks for reading,

Ben

That’s an interesting question! I’ve been working a lot with splines but never add to have as much control over them. I’d be interested in having some feedback on that too. If I have some time to spare I’ll investigate for myself and post my findings here.

I’m very puzzled as well, on how to for instance set individual spline points at world coordinates… Surely this must be doable?

That is pretty easy to do using the Set Location at Spline Point and Set Spline Points nodes. To be clear, that’s a different issue from the one outlined above.

Ha, thanks zerofiftyone, yes, of course all things can be done via scripting/visual or text… But point being that when designing things, let’s say we where doing a road from a spline, then it appears totally insane for me that apparently there is just no way of placing the individual points of the spline with any accuracy ?!? Seriously? (in the editor, building a level that is)

Yeah, it’s pretty inconvenient. There are ways of precisely placing spline points if you’re prepared to be cunning about it, but the method I discovered is way more convoluted than either of us would like, and still involves a fair amount of scripting.

:frowning:

I dont understand why there is no options to add a point on a spline mesh actor, but in the content example, then actor is inside a blueprint, the suddently editing it adds more options in the contextual menu, like “duplicate point”, while there is no BP script at all
if someone knows how this works ?