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Spline Placement Nodes
These nodes place the defined mesh on the selected spline segment.
Content:
Introduction
The Spline Placement node uses the Mesh On Spline definition to place the meshes on the selected Spline Segment.Placement nodes have to be connected with the white pin to the construction node.
You can either chain them up in one row where one Placement node is connected to the next one. Or you can use the Sequence node to arrange them in multiple rows.
A list of available Placement Nodes will appear. Try the Spline Placement A Auto if you're unsure which one to use.
Below is an explanation of what each node does.
Spline Placement A Auto
This option uses the size of the mesh to fill the entire spline segment with as many meshes as fit.
Setting Scale to Fit to true will scale the meshes to fit exactly on the spline length.
Setting Scale to Fit to false will not scale the meshes and they won't exactly fit the spline length.
Check the calculated size with a variable connected to its Distance output pin.
Spline Placement M Manual
This manually sets both the size of the mesh and how many of them are placed on the spline. The amount is limited by the length of the spline.
Spline Placement N Amount
This will place the number of meshes given with default scale. Use this placement for the Spline Segment A N or N A
Spline Placement E Equal Size
Places either the Amount or uses the Division Distance given to fill the spline segment.
This works well for free standing poles or bollards or similar objects.
Use the Spline Placement P Poles when the poles are seperated but a part of a railing.
Spline Placement S Spline Mesh
This placement will place Spline Meshes. This is a special variation of meshes that can follow the spline closely. Like a winding pipe. The mesh needs to have sub divisions to be able to bend.
Spline Placement P Poles
Uses the placement points from another placement. This is meant for pole meshes that are placed between railing meshes. Rotation Along Spline is fixed to the spline rotation.
Use one of the other placements to place free standing bollards or light poles.
Input Pins | |
Placements in | Get a Placement Points array from another placement |
Light at Start | Place a light at the first placement |
Light at End | Place a light at the end |
Light Offset | Add a relative offset from the placement |
Light Rotation | Set the rotation of the light |
Light Type | Choose what type of light should be placed |
Light Mobility | Static and Stationary lights can be baked. Mobile light is dynamic and best for Lumen |
Light Intensity | The intensity of the light |
Attenuation Radius | How far the light should have an effect |
Source Radius or Height | The radius for spot and point lights. The height for rectangle lights |
Source length | The length of the light |
Cone Angle | The angle of the cone of a spot light |
Light Color | Choose what color the light should have |
Output Pins | |
Placement Out | passes through the placement points |
Input Pins | |
Placement Points | Get a <i>Placement Points</i> array from another placement |
Decal Material | Use a valid decal material. Needs to be in the <i>Defered Decals</i> domain and has the blending mode <i>Translucent</i> |
Place at Start | Place a light at the first placement |
Place at End | Place a light at the end |
Decal Size | The size in units |
Projection Depth | How far in Z direction the decal should project. Keep low to avoid unnecessary projections |
Rotation Type | Rotation relative to spline |
Decal Rotation | Additional rotation of the decal projection |
Random Offset | A max random +/- offset. 0.0 means no random offset |
Random Rotation | A max random rotation left or right. 0.0 means no random rotation |
Random Scale | Scales the decal randomly if > 1.0. A value of 1.3 scales from 0.7 to 1.3 randomly. |
Output Pins | |
Placement Pts | passes through the placement points |