## Pages in Documentation

Settings

UI3 Overview

[old] Doors UE5

Quick Start

Swap Actor

Custom Assets

System Drawings

Step by Step

Tips & FAQ

Settings

UI3 Designer

UI3 Cost

UI3 Features

UI3 Quick Guide

UI3 Scene Settings

UI3 Connect

UI3 VR projects

UI3 Vers History

UI3 Preview Ft.

UI3 Fix Bugs

UI3 Design

UI3 Layout Design

UI3 Input&Mode

UI3 FAQ + TIPS

V4 Functions 2

V4 Functions P1

V4 Quick Guide

Ver History

V3 Placements

V3 Mesh Def.

V3 Segments

V3 Quick Start

Books V2

Books V1

Customize

Quick Guide

Swap Actor

Doors FAQ

Doors UE4 (V1)

3.1 Bugs Fixes

Ver History

V2 Generic BP

V2 Examples

V1 Railings Fences

UI 1 - Part 1

UI 1

Ui 1 - Part 2

1 Overview

UI2 Features

UI2 Get Started

UI2 Info Map

UI2 BP Actors

UI2 User Manager

UI2 FAQ

UI2 Tutorials

UI3 Overview

UI3 Get Started

3.1 Info Map

UI3 Variations

UI3 Other BPs

# V3 - Spline Segment Dividing Nodes

These nodes can divide the spline into sections.

This page is written for V3 of the spline tools.

Version 4 nodes are in the function library **
BFL_SplineTools** and can be used in any blueprint that
contains a spline component.

Content:

Segment Dividing Nodes (Basic)

## Introduction

The**Spline**component is where the Meshes are going to be placed. It will already be part of the blueprint.

**Total Spline Length** returns the full length of the spline.
You
will need to add this node to every new blueprint.

- Right click on a blank space in the
*Blueprint Editor* - Start typing
*total spline...*and it will show up as an option - Click on
*Total Spline Length*to add it to the blueprint graph.

To get access to the segment nodes

- Click on the
**Spline Length**pin of the*Total Spline Length*node - Hold the mouse and drag it off the node.
- Start typing
*Segment...*until the list of available nodes appears as seen in the image. - Click on the node that you want to add to the blueprint

This will have the two nodes already being connected. Then continue from one of the blue pins on the right side of the new node.

## Segment Dividing Nodes (Basic)

#### Spline Segment A A

This node returns two segments of equal sizes.

##### The Unreal 4 version of this segment has a bug and doesn't work unless it is used at the beginning of the the spline. Use the A B segment instead with both A and B set to 0.5

#### Spline Segment A B

Segment will be divided into two segments A and B. The relative sizes define their length.

#### Spline Segment A B A

Segment will be divided into two equally sized segments A and a segment B between them. The relative sizes define their length.

0.25 + 0.375 + 0.25 = 0.875

0.25 / 0.875 ==> 28 % approx.

.375 / 0.875 ==> 44 % approx.

## Spline Divider With Fixed Length Segments

#### Spline Segment F A

A fixed sized Segment F is placed at the start. The rest will be occupied by Segment A.

#### Spline Segment A F

A fixed sized Segment F is placed at the end. The rest will be occupied by Segment A.

#### Spline Segment A F A

Segment F in the center can be defined with a fixed size. That leaves two equally sized Segments A at the end and start of the original Segment.

#### Spline Segment F A F

Start Segment F and End Segment F have fixed sizes. The rest in the center will be occupied by Segment A.

#### Spline Segment N A and A N

A fixed *Amount* of Meshes will be placed either at the start or
end of the Segment. The remaining space will be Segment A.

These two Segment Nodes will take the *Mesh On Spline* node
directly. You also need to define the *Rotation Along Spline* as
described for the *Placement* nodes.

## Multiple Segments Dividers

#### Spline Segment Divider

Divides the segment into an Amount of segments with the same size.

The **Spline Segment D** array can be used
with a *For Each Loop*.

#### Spline Segment Repeater

Fits as many Segments as possible with the given *Length* into the
original segment. The length will be adjusted to the best fit for filling
the entire spline length when *Scale to Fit* is ticked.

The **Spline Segment D** array can be used with a *For Each
Loop*.