![]() ![]() With our spline component setup we can proceed with attaching Spline Mesh Components by iterating over the available spline points. SplineComponent = CreateDefaultSubobject("Spline") You can turn this off to improve performance if you don't need it. Set this actor to call Tick() every frame. Inside our constructor we simply instantiate it. UPROPERTY(VisibleAnywhere, Category = "Spline") Let’s dive into how to initialize a Spline Component. In our case though we are going to use it for prop building. Splines can also provide support for navigation by being used as a path for something or someone to move along. So why do we care about splines ? Well splines allow us to construct various objects within our world by providing us with easily extensible and modifiable joined sets of meshes.
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