Edit Spline Tangent Via Alternative To Transform In Editor?
Let me clearly state my problem: I want to create roads, rivers, and so forth but adjusting the spline curve is both slow and non-specific. Additionally, the tangents are far off screen, by definition a different angle to my separate points I'm curving from / to, and ultimately just clunky and not how one would expect to adjust a curve outside of the fact that this is conventional.
Idea 1: Add a few extra points to the spline or some actors I'll call "waypoints" for reference. Select these and basically cause the curve to flow through them as well as possible. This is stupidly helpful for cases where you're following a long bend over terrain that's also banking downward. An additional assist would be to automatically chunk this into multiple spline points - even adding some - and suggesting it to the user - ie if you're banking over a "hill" which is more or less stair stepping a bit then it might suggest a spline which also stair steps to better fit the curve created by the waypoints - as in, the user also stair stepped but presented the algorithm with the task of matching those waypoints with a single curve - something not possible and likely to resolve poorly.
Idea 2: Figure out how to convert the world XYZ and point rotation and scaling into a simple set of boxes with scaling bars. Basically boil it down to the point where I can at least edit the curve while looking at the curve and not having to adjust a tangent point that's literally miles away because that's where it has to be for this particular curve. I'm aware that I could have 2 camera viewports open in UE4 and thus far that's the best out of the box solution I've got going for me and what I'd suggest as a workaround in the interim.
I'll be starting on this later tonight when I get out of work (starting literally now). Thoughts and ideas?
asked Aug 12 '19 at 11:00 PM in Blueprint Scripting
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