Landscape spline width affects segment mesh offset

For some reason, the landscape spline control point width affects how much the segment mesh is offset. I have a plane mesh that isn’t offset at all from the origin. I have that plane set as the segment mesh while applying 100 offset so that it pushes it upwards from the landscape below it. I also have scale to width enabled on the segment.
Now I noticed that the offset is affected by the width, which in turn means that my offset values aren’t what I want them to be. See the following pictures:

1000 width: http://i.imgur.com/W7oPelY.png

2000 width: http://i.imgur.com/aU9ZKEZ.png

Segment settings: http://i.imgur.com/WMwfPNa.png

It’s like the offset is first applied to the segment, and then the mesh is scaled up to match the width. Shouldn’t it be that the segment is first scaled, and after that the offset is applied? Just a random thought I had.

Engine version is 4.7.6.

Hi jonimake,

Can you show me a screenshot of your specific spline setup in the details pane? Thus far I have not been able to adequately reproduce what you are seeing.

Here you go: http://i.imgur.com/WMwfPNa.png

The mesh I’m using is on the left, it’s a flat quad and the origin of it is in the middle of the mesh.

If I turn off “scale to width” the offset works as I’d expect it to work. Than it isn’t affected by the control point width settings. It also could be that I’ve misunderstood how this is supposed to work.

Unfortunately I still haven’t seen this occur. When I use the width modifier it scales on the x and y axis without directly affecting the z axis or offsetting the plane. Turning off scale to width removes the width modifier to the mesh, however it does not cause or deter an offset on my end. Do you have any specific steps I can take that you are seeing consistently reproduce this?

I can’t think of any special steps, other than placing down landscape spline as usual and then setting segment mesh and adjusting the offsets and scaling to width settings. I made a test map and migrated it. If you open the map, you should see a landscape actor with two splines on it. The control points are pretty much the same (few decimals off from each other) and the segments have same offset settings. Only thing that’s different is the scale to width setting on the other one, which causes it to be offset much more than the other spline mesh.

Hi jonimake,

I was able to reproduce this and have entered a bug report, UE-14254 to be assessed by the development staff.

The “Offset” property currently provided is in mesh-space, so is applied prior to the spline’s scaling and rotation. It was intended to be used to tweak the origin of the mesh, so that it sits correctly on the spline despite any protrusions it may have. It’s a bit of a confusing setting because it’s only 2D, with X representing the (implicit) “Side Axis” of the spline and Y representing the “Up Axis”, which by default are X and Z of the mesh.
(bCenterH is similarly designed for correcting a bad mesh origin, if the mesh origin is in the center then bCenterH will have no effect)

We recognise that a world-space vertical offset is necessary, and will likely add it as part of UE-14254. We may rename the existing mesh offset as mesh origin (or similar).

landscape splines are the single most important tool in the landscape arsenal , this bug alone prevents me from upgrading to 4.8 .

Two fixes came ( 4.8.1 ) and (4.8.2) since this bug is reported , and it is not yet fixed . please fix this as soon as possible, it is impossible to work with splines now

This bug shouldn’t affect you upgrading, the behaviour is no different between 4.7 and 4.8.

in 4.7.6 when you place splines on the landscape and assign Spline Meshes to it , it is drawn where it is supposed to as expected .

in 4.8.(2) when you when you place splines on the landscape and assign Spline Meshes to it , it is drawn way below your spline points as shown in the picture . Moreover if you try to move splines points which you put in the previous versions of the engine (and look ok) , it updates their spline mesh to go under the ground.

my projects consists of several landscape splines and all of them have spline meshes on them and i still need to put several more. so this bug exactly prevents me from upgrading .

I don’t think that is this bug. This bug is about the “offset” setting in a spline segment being affected by the spline width. Are you using the “offset” setting?

This has now been fixed: https://github.com/EpicGames/UnrealEngine/commit/ed9b4336884e99e2d53612257851f6d4f4d589ac

The fix will most likely be in 4.9.

The old “Offset” property on spline segment meshes has been renamed to “Center Adjust”. There is a new “Mesh Vertical Offset” property on the control points, which applies a vertical offset in spline space (not affected by the spline’s width or mesh scale) which should do what you want. The new property is on the control point rather than the segment because this allows it to be blended between different values along the spline.

Thank you .