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Add spline mesh component doesn't work at runtime

This works: alt text

This does not: alt text

Product Version: UE 4.8
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asked Jul 21 '15 at 03:42 PM in Bug Reports

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Davision
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avatar image Ben Halliday STAFF Jul 21 '15 at 04:43 PM

Hi Davision,

Thanks for your report. We have assigned this issue to a member of our support staff, and they will begin investigation as soon as possible. If we are unable to reproduce the issue, or we need additional information, our staff member will comment here with additional questions. Otherwise, we will post an ‘Answer’ once we have logged the issue in our bug database or we have a solution for it.

In the meantime, please be sure to review our suggestions for how to report a bug, and feel free to edit your post if you have additional information to provide:

https://answers.unrealengine.com/questions/12363/how-do-i-report-a-bug.html

Thanks!

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2 answers: sort voted first

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

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

alt text

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answered Sep 07 '16 at 07:41 PM

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monotoan
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avatar image Zinzano Apr 25 '17 at 05:06 AM

Thank you so much!

avatar image Tiax615 May 28 '19 at 06:16 AM

It's very useful. Thank you very much!

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Hi Davision,

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

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

Cheers,

TJ

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answered Jul 21 '15 at 07:42 PM

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TJ V ♦♦ STAFF
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avatar image Davision Jul 21 '15 at 08:12 PM

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

avatar image rasterizer Feb 21 '16 at 09:29 PM

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

What still doesn't seem to be working though is assigning a material at runtime to this mesh with SetMaterial. The mesh keeps rendering with the 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.

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