Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

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: alt text

Product Version: UE 4.9
more ▼

asked Sep 16 '15 at 12:40 AM in Blueprint Scripting

avatar image

2k 157 153 209

avatar image devlyn811 Nov 01 '15 at 03:42 PM

I'm having the exact same issue here - I'm trying to make a fence type of structure based on a spline, but I can't randomly rotate the logs about the z-axis, because it then offsets the location based on the 'new' pivot...

avatar image LiliumAtratum Nov 07 '15 at 05:48 PM

The way a Static Mesh is mapped to Static Mesh Component is probably the most intuitive one. Spline Mesh Component has two key points: Start Pos and End Pos. In order to map a Static Mesh onto Spline Mesh Component, the lower bound (along X axis) of the mesh is mapped to Start Pos and higher bound is mapped to End Pos. This also ensures that if you create multiple Spline Mesh Components along the spline, they don't overlap each other.

Now, you are asking to map pivot, instead of lower bound to the Start Pos. What would be then mapped to End Pos? Depending on the answer you may want to scale, offset, or do a bit more involved math on your Spline Mesh.

avatar image LiliumAtratum Nov 07 '15 at 05:56 PM

Another question: if the pivot is mapped to the begin pos, and you set up the tangent for it as well, how should the part which is lower than pivot be extrapolated? Should it be linear, based on the tangent at begin pos?

avatar image devlyn811 Nov 07 '15 at 11:28 PM

So, per your points above, I have worked out a way in which if I set the start and end pos, using SetStartAndEnd. The result is that the meshes now are properly aligned and pivoted, so that I can use a random rotation and they line up great as well as rotating around the pivot.

However, there seems to be an unfortunate side-effect where holes become present in the meshes. Any ideas on what might I be doing wrong to cause that?

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

1 answer: sort voted first

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!

alt text

boundsextent-01.png (102.9 kB)
more ▼

answered Dec 01 '17 at 06:16 PM

avatar image

31 3 2

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question