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Creating a New Path Type

1. Create a new PathTemplate

  • Right-click in the Content Browser.
  • Select Errant Paths category.
  • Click the Path Template.
  • Select EpPathTemplate class.

2. Add a mesh

  • Open the newly created PathTemplate.
  • Add a PathTemplateSplineMesh component.
  • Select a mesh asset for that component.
  • Find a properties called Start/End and modify them to tweak the mesh dimensions.
  • Optionally adjust the MeshForwardAxis to make the mesh face the forward direction in the Blueprint.

3. Tweak the MainPathSpline

PathTemplate should contain a MainPathSpline component. That component defines the main axis of the Path.

  • Move MainPathSpline points to align them with the start/end of the mesh.
  • Alternatively, select the MainPathSpline and click Fit to Blueprint button. This will automatically adjust the PathSpline points to match the dimensions of the components.

4. Compile and save the blueprint

During the BP compilation we validate the PathTemplate and show warnings if there are any issues. We also precalculate certain data used during the Path generation.

note

If any of the meshes becomes unresponsive, try recompiling the blueprint.

5. Create a new PathDescription

  • Right-click in the Content Browser
  • Select Errant Paths category
  • Click Path Description
  • Select EpPathDescription class

6. Use the previously created PathTemplate in the PathDescription.

7. Compile and save the PathDescription

8. Spawn the Path in the level

You can now spawn a Path based on the newly created PathDescription or modify PathDescription in one of the exisitng Paths in the level.