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Spline mesh tile

Hi there,

I am trying to make a road tool and I followed Zak`s video https://www.youtube.com/watch?v=wR0fH6O9jD8. The tool works very well but I cannot find any way to tile the meshes so that the track does not stretch between the spline points. Does anyone know how to do this?

Thank you!

Product Version: UE 4.17
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asked Oct 22 '17 at 05:07 PM in Blueprint Scripting

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2 answers: sort voted first

One of the most obvious ways to attack this is to have a variable named Mesh Density which would indicate how the meshes are distributed along the spline. Then, you would divide the total spline length by the mesh density and get the distance between each mesh. Then, you would iterate from 0 to mesh density and multiply the iterator with the quotient of total spline length / mesh density to get the current distance along the spline that you're at. Then, simply get the location and tangent at spline distance and add the spline mesh.

In blueprint this should look something like this:

alt text

screenshot-12.png (218.7 kB)
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answered Oct 22 '17 at 05:47 PM

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avatar image dtonycristian Oct 25 '17 at 12:56 PM

Thank you!

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Road splines available through Epic's launcher in Learn tab, look for "Blueprint Splines Track" project.

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answered Oct 22 '17 at 05:34 PM

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avatar image dtonycristian Oct 23 '17 at 07:06 AM

Hi there redbox! Thank you for your answer! The road tool that I have made using the tutorial is the same as the Zak`s track generator, with minor modification. The Zak's track generator does not have any function tile the meshes between the spline points.

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