Reverse spline point order
I cannot find a way to reverse the sequence of points comprising a spline.
I have one spline that a vehicle follows to get from A to B, using a timeline. I copied that spline for the return journey and moved some of the points around as the vehicle needs to follow a slightly different path on the way back (i.e. going around the parking area and going on the order side of the road).
The problem is that when the return journey begins, the vehicle jumps across the map to start at the wrong end of the spline. Changing the timeline to go from 1 to 0 instead of 0 to 1 makes the vehicle start at the right end but makes it go backward.
I can't for the life of me find any way to change the order of the points. In Cinema 4D where I created the spline (and then painstakingly copied and pasted the point positions and tangents to a spline component as there's no sensible way to import a spline to UE4), you just right click and pick 'reverse sequence'. Simple.
Am I going to have to start a new spline component and tediously copy and paste all the point positions and tangents, but in reverse order? There are a number of different routes, each with their own return journey. It's going to be hideous to have to do this for all of them.
asked Jan 31 '18 at 06:51 PM in Using UE4
You can have one spline which is the user spline that you modify in the viewport (or construct from data).
In the BP logic you would simply add new spline component(s), this could also be dynamic if you need n splines. Think about putting in an integer variable: "ReverseAnimationAtSplinePoint". What it actually does is creates two splines from your editor spline and meets at the same point, one reversed.
answered Jan 05 '19 at 09:39 PM
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