How Do I Make Splines Visible and Shiny during Gameplay?
The effect I`d like to achieve is to present really thin shiny lines in 3D space using splines during gameplay. I understand that this should be a relatively simple question but the solution has currently eluded me.
Thanks in advance! :)
I am adding the below part to the original question, should have specified this in the very beginning: The lines I am hoping to draw don`t change their thickness no matter how far away I am from them, just like the "wires" seen in wireframe mode. A really thin cylinder or a cube can simulate such lines when you are close enough, but when your camera/viewport is far away from it it simply vanishes, which is not the desired effect. Is there any way to draw lines that don`t change their thickness no matter where the camera/viewport is?
as @Evigmae said. But I will try to elaborate :) Spline Component by itself, afaik cannot be rendered during gameplay (pls, correct me if i'm wrong) So you need a renderable mesh that goes according to the shape of your spline. Spline Mesh Component is supposed to do exactly this.
Here I did some google for you: https://www.youtube.com/watch?v=eKIiWa19EMI
You can use a simple cylinder shaped mesh (don't forget to add resolution where it should bend) and at last, use you shiny material on it. :)
Hope this helps
answered Nov 27 '18 at 02:29 AM
Try creating a material that shiny. Take a cube, scale it and make it long and thin and apply the material. Create a C++ class for the object (It must be some sort of actor). Create a blueprint thats a subclass. In the gamemode, in its begin play use UWorld* World = GetWorld();
World->SpawnActor(MyBlueprint,SpawnLocation,SpawnRotation); (See documentation of UWorld for information, this what you use to spawn things in at runtime. Use createdefaultsubobject for creating objects in the constructor. Note you need need to declare the variables SpawnLocation, and SpawnRotation)
As a public variable, declare MyBlueprint as
UPROPERTY(EditDefaultsOnly, Category = MyCatagory)
TSubclassOf'<'class MyClassBase'>' MyBlueprint; (Without the ')
Note that you should protect your MyBlueprint pointer, and create a blueprint gamemode that is a subclass of your C++ gamemode so you can edit default subobjects. Finally, you should import the MyClassBase.h file in your gamemode C++.
answered Nov 26 '18 at 11:09 PM
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