Spline Mesh origin point instead of bounding box?
Seems like Spline Mesh Components uses bottom bounding box of a mesh for setting Start Position. Is it possible to make it use origin point of a static mesh (pivot point) instead? If not, maybe is there a way to change bounding box of static mesh? Strange that when I've totally disabled collision of my static mesh, Spline Mesh Component still uses bottom bound of this mesh instead of origin point.
Besides setting Start Pos location, I want to change tangent of Start Pos, but I can't because:
asked Sep 16 '15 at 12:40 AM in Blueprint Scripting
We're running into this issue as well in a similar case (trying to build fencing and interlocking rock pieces). I don't really have a solution, but as a workaround we've been adjusting our bounds extents per asset. This may create some rendering issues down the road, but so far it works well enough. Would be great to get some control over this in the future though!
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