Pages in Documentation
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Settings
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UI3 Overview
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[old] Doors UE5
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Quick Start
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Swap Actor
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Custom Assets
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System Drawings
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Step by Step
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Tips & FAQ
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Settings
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CSV Export
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Data Tables
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Video Guides
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Quick Videos
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Designer
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Cost Tracking
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Widget Panels
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Quick Guide
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Scene Settings
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Connect BP
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VR projects
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Version History
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F. w. Preview
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Fix Known Bugs
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UI Settings
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UI Layout
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Gamemode
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FAQ + TIPS
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V4 Functions 2
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V4 Functions P1
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V4 Quick Guide
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Ver History
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V3 Placements
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V3 Mesh Def.
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V3 Segments
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V3 Quick Start
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Books V2
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Books V1
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Customize
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Quick Guide
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Swap Actor
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FAQ + TIPS
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Doors UE4 (V1)
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3.1 Bugs Fixes
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Ver History
![[2 A] Generic Meshes On Spline Blueprint ../images/architecture/0023/v2-generic/thumbs/01.jpg](../images/architecture/0023/v2-generic/thumbs/01.jpg)
V2 Generic BP
![[2 B] Generic Spline Blueprint Examples ../images/architecture/0023/v2-examples/thumbs/01.jpg](../images/architecture/0023/v2-examples/thumbs/01.jpg)
V2 Examples
![[1] Railings Clone Blueprint Documentation ../images/architecture/0023/v1/thumbs/01.jpg](../images/architecture/0023/v1/thumbs/01.jpg)
V1 Railings Fences
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UI 1 - Part 1
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UI 1
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Ui 1 - Part 2
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1 Overview
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UI2 Features
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UI2 Get Started
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UI2 Info Map
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UI2 BP Actors
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UI2 User Manager
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UI2 FAQ
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UI2 Tutorials
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UI3 Overview
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Getting Started
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3.1 Info Map
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Variation Actor
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Blueprints
V4 - Spline Tools Function Library - Part 1
BPL-SDotSplineTools contains the functions needed to create the blueprints in this project. The functions can be used in any blueprint within a project were the library is present.
Part 1 covers the essentials and Placement Nodes.
Content:
SplineTools_Railings / Bluerpints / Etc
The library doesn't need to be opened or modified.
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Create a New Spline Blueprint
- Click the [+ Add] button in the content browser
- Select Blueprint Class
- Select Actor
Name the new blueprint
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Add a Spline Component
- Click [+ Add] to add a new component to the blueprint
- Start typing Spline
- Click on Spline to add the new spline component
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This example has a different railing mesh with an additional pole at the end.
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Placement nodes need to be connected to the purple Construction Script or another white Exec pin.
- Drag the Spline Component from the component list into the scene
- Connect the spline component variable to the Spline pin
- Connect a Spline Segment to the Segment pin. The Get Total Spline Length function node will give the entire spline length.
- Connect a Reference to Self node to the Target (Self) pin
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Mesh Placement Nodes
Equal Size Placement
Division Type | Division calculated by Amount or Mesh Size? |
Division Amount | Amount of meshes if Type is set to amount |
Division Size | Distance between placement points if Type is By Distance |
Scale To Fit | Distance will be scaled to cover the entire spline length |
Place at Start / End | Place mesh at first / last position |
Manual Placement
Places an amount of meshes in a given distance from each other
Pole Placement
Uses the Placements Points Array from another placement node. Useful for placing Pole meshes.
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Light Placement
Adds an additional light to each mesh module. It uses the placement array of another placement node for positioning the lights.Placements | This placement type uses the Placement Points Array from another placement |
Light Type | Select the type of light |
Light Transform | The relative transform for the lights |
Intensity | Light Intensity in unreal light units |
Light Color Attenuation Radius |
Color and radius of the light |
Cone Angle | Outer cone angle of spot lights |
Rectangle Size | 2D vector of rectangle light's size |
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