Extended Video With Final Features, PDF & UAsset Are Available Here: www.patreon.com/posts/unreal-5-4-cable-111701452
@marcfruchtman94734 ай бұрын
Very awesome, Thank you for making this tutorial!
@jonasblum46032 ай бұрын
Very helpful. Thank you
@dread79454 ай бұрын
Thanks!
@johnwildauer2 ай бұрын
i usually just -1 the total points before connecting to the last index of the loop, or just set the first index to 1, that way you can avoid needing to do the branch logic
@shingAMarieАй бұрын
wow so complicated, I wish I was as smart as you.....
@FishMan1nsk4 ай бұрын
Could you convert them to static mesh afterwards? Geometry script might be able to do that.
@SCRIPT_DADDYАй бұрын
Sure you can, I made a mesh-baking tool just for that purpose. (I needed 100+ lianas 😂 ) Short video: kzbin.info/www/bejne/jnq9o5aaibmso68 Can do a tutorial if there isnt one already.
@peterallely54173 ай бұрын
Is there a way to run cables between sockets on instanced meshes in PCG splines yet? Like wires between fence posts?
@oophus14 ай бұрын
Nice tutorial. Can you show how you would make this blueprint work good in a sequencer. At possessable its behaving ok, but once you put it at spawnable, it all goes out of wack, and it can't be used that easily. Is there a way for the simulation of the cable component to use a timeframe that fits sequencer instead of "game-time"?
@renderbucket4 ай бұрын
I wouldn't use the Cable for something you want to have a specific timeframe/reaction to, for that you might be better off with rigged Cylinder/Tube with a specific desired animation. Generally any FX or reactions you want to follow a specific timing controlled in the sequencer (like short films, cinematic cutscenes.etc) you would want to have animated specifically for that purpose or cached out and played back.
@theoldsatoshiАй бұрын
possible to texture it like rope?
@ABentPaperclip24 күн бұрын
construction scripts are useful- but how do you handle this in a world partition level? the issue I'm having is that as I move around my map world partition is constantly loading and unloading actors, which triggers their construction scripts- next thing you know I have 500 actors in my "unsaved files" revision control list. it's super annoying and basically makes construction scripts non-viable for my project :|