How could I build a spline and pass that to another BP?
Does anyone know how I could build a spline and pass that to another blueprint.
I have an blueprint actor and would like to pass in a spline as a path for it to follow. I tried creating an actor blueprint with a spline component as it's root, but I can't reference it from another blueprint.
Thoughts much appreciated...
You can have one blueprint use the spline in another blueprint but you have to figure out how you want to set it up.
Easiest way to do this, if you know exactly what you want at design time, is to create an Actor variable on your BP and set it to editable. You can then plug your BP with the spline component into that new Actor variable. Now you can easily reference the spline component on that plugged in actor. Here is an image of a quick version i made.
So on event begin play i use a timeline to move my blueprint along SplineActorTarget's spline (my variable with the other blueprint plugged in).
This could be handled more gracefully but i made it really quick. I cast the splineActorTarget to my special splined blueprint so i can get the spline component (named Spline1). My Timeline float track (NewTrack0) goes from 0 to 1 over 5 seconds. I plug the track's output into Time on a Get World Location at Time and use that location to set my actor location.
Any questions, just ask!
answered Jul 14 '14 at 11:47 PM
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