Procedural Spline Pipe wont align. Help!

I am attempting to make a procedural spline pipe system. You are able to add static meshes to spline points, but when you start moving the spline around in a circle it starts to get weird. I’m not talking about the pipes not bending, that’s a problem with the meshes on my end.

Any help would be greatly appreciated. Thanks. :smiley:

Are you getting the Spline Point information, and using that for your Spline Meshes which you add? Not using by Distance or Time.

Also you can also try reset the individual points by right clicking them and looking at the last options - unclamped - clamped reset values.

I see a couple of things wrong here, which particular problem are you trying to fix? I’m guessing its the alignment of the straight pipes with the joint pipes?

The static mesh pipes seem fine for now(those are the pipes at the spline points). Im talking about the straight pipes, those are my spline mesh components which I am having the problem with. I will post a pic of the setup I have for the spawning of spline meshes.

Personally I’ve seen better results doing it this way.

Sample Project: SplineMeshComponent

But there is another way that is similar to what you’re doing now. If you don’t want your spline mesh limited by spline points, you would need to divide the length of the spline instead. Then place your pieces within the allotted length aka available distance. Then once you’ve calculated the distance for each piece on the spline, you have to inverse that world location / tangent by the Actor holding the spline and use the results on the Spline Mesh Component to get similar results using Spline Point local information as shown in the example above.

Look at the Content Examples - Blueprint_Splines Map. It has some great example as well!

I hope this helps!

Peace

Peter L. Newton

Thanks for the help SilentX. I will check out the sample project and see if it works. If I run into any more issues. I will post on this page.

I still need help. I tried what SilentX suggested but it wasn’t what I was looking for. I don’t have a problem with the spline mesh being limited by spline points. That’s not the problem.

I need help with the positioning of the start and end locations for the spline meshes. If you add the spline points in a straight line everything seems to work properly but when you start to position the spline points into a circular shape the spline meshes start and end locations are off. I adjust the start and end locations for the spline meshes on only the “X” axis because the “X” axis is my forward vector.

I hope the description of my problem isn’t to vague.

You need to offset your end points based on the local axis instead of world.

I would try to go about this in a different way. I think i would create sockets on my connection pieces and use those as the location to attach to for my end points. Each spline mesh would look up the previous and next connector and get the properly named socket’s location and use that location and rotation.

This way would support any type of connection piece as well as scaling.

Otherwise you need to get the vector aligned with your spline/connection piece and offset on that vector.