Add spline mesh component doesn't work at runtime

This works:

This does not:

Hi ,

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Thanks!

Hi ,

It will actually work at runtime but you will need to set it to Movable.

This is actually by design. You can set mesh with a Construction Script even on a Static component, but not during runtime code like BeginPlay. This is because StaticMesh is just that, static and for it to work at Runtime it will need to be set to Movable.

Cheers,

TJ

Ok, that makes sense. I keep missing that some nodes have a details setup. Would be a nice change that default setting would be Movable when placed in a event graph since with default setting Static it is useless.

Ugh, got caught up by this as well and spent a good hour trying to figure out why it wasn’t working. Setting mesh to movable indeed solved issue.

What still doesn’t seem to be working though is assigning a material at runtime to this mesh with SetMaterial. mesh keeps rendering with default grey checker pattern. Any idea what to do there?

Edit: Never mind, just found out here that materials need to be explicitly enabled for use with spline meshes. Therefore this is now working as well.

Just to clarify, here’s how you set “Add Spline Mesh Component” node to add a moveable static mesh (pardon oxymoron):

You gotta click node to highlight it, then check your details panel, and change mobility in there.

2 Likes

Thank you so much!

It’s very useful. Thank you very much!

Thank you so much sir . I have worked on ithis problem 2 hour.

thank you