UE4 Pipes

Spent an afternoon playing with the UE4 spline mesh component, and it’s pretty neat!

I’ve created a blueprint for piping that let’s me specific “join” pieces, which can be spaced along the spline, and deform with it.
The blueprint isn’t doing all I want at the moment, but here’s an early preview:

There’s a few things I want to add to it:

  • Un-stretching of UVs on pipe after spline deformation
  • Start and end join meshes
  • Change of mesh / cross-section after join pieces
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    8 Responses to “UE4 Pipes”

    1. SP Says:

      Very nice! I was looking for a real game-time player interaction with deformable meshes on any point of that mesh and saw this. Nice BP skill.

    2. geofflester Says:

      Thanks 🙂
      I vaguely remember seeing something more recently where someone added some swinging physics and interactions to points on a rope, which was really cool. If I can find it again, I’ll post it here if you’re interested!

      Blueprints are a lot of fun, I need to play with them more 🙂

      • Gergo Csosz Says:

        This pipe mechanic is really awesome! I’m struggling with placing a mesh on the end point of the spline, have you managed to do that? Also, how did you do the JOINT pieces?

        • geofflester Says:

          It’s been a really long time since I’ve looked at this, but I think I understand what I was doing, sort of 😛
          I was creating a “spline mesh component” for each pair of points along the spline, so I could then spawn in whatever I want. The “join” sections were just really small splines

        • geofflester Says:

          Not sure if that was a smart thing to do, but after a large amount of messing around, it seemed to work ok 🙂

      • Gergo Csosz Says:

        Thanks! I used your method to add joints and also managed to put meshes only on the start and at the end of the spline. Thanks!

    3. City scanner scene – Breakdown pt1 | Geoff Lester's Blog Says:

      […] few years back, I made a blueprint for pipes that allowed joining sections, etc. So I knocked together a model in Modo for the connection […]

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