Creating a Path Type
Create a new PathTemplate
1. Create and open a new PathTemplate
- Right-click in the Content Browser.
- Select category Errant Paths.
- Click the Path Template.
note
PathTemplate should already contain the MainPathSpline component. That component defines the main axis of the Path.
2. Add a new PathTemplateSplineMesh
- Select some mesh asset for that component.
- Find a properties called Start/End and modify them to tweak the mesh dimensions.
- Depending on the used mesh, MeshForwardAxis may need to be changed to a different axis (depending on how the 3D model is oriented in the asset and what you interpret as a forward direction in that model).
3. Tweak length of the MainPathSpline
- Click one of its points - move it along the X-axis or modify the X-component if that point's location
- Adjust the MainPathSpline to match the length of the mesh in order to make the Path spawn without gaps
- Alternatively, length of the PathSpline can be adjusted by clicking the Fit to Blueprint button.
4. Compile and save the blueprint
It marks the PathTemplate as the ready to use.
note
If any of the meshes becomes unresponsive, try recompiling the blueprint.
Create a new PathDescription
1. Create and open new PathDescription asset
- Right-click in the Content Browser
- Select category Errant Paths
- Click Path Description