Custom Train Tracks

Hello! I am currently trying to implement new kinds of train tracks for a future train overhaul project. I feel like I am so close to getting the new track to behave like the normal one but I am running into a problem where once I build the track, it is not connecting between meshes. I feel like I am missing something but can't seem to find it . I copied over all the track blueprints and replaced what I needed to replace but again I feel like I'm not finding what I need to find. If any extra information is needed I can provide pictures. Thank you!
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29 Replies
AngryBeaver
AngryBeaver4w ago
Does your new mesh match the dimensions of the existing track and does it use a material instance of it? You say you ?copied? the existing stuff. You're aware it's stub content without 100% accurate internal functionality right? Just properties and values opn the top level stuff is what's right
Robb
Robb4w ago
>docsearch placeholder system
Sethery
SetheryOP4w ago
I do realize that which is why I'm surprised i got this far with it working with what they give you. the dimensions are similar or as similar as I can get it. I'm trying to find something that basically tells the system what to fill in when you build the track if that makes sense im wondering if my mesh is just not long enough of a track to fillt he gaps, let me try extending the array okay that seemed to help with getting the space filled in BUT it doesnt curve the mesh after i place it
Sethery
SetheryOP4w ago
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Robb
Robb4w ago
try subclassing the existing tracks instead of copying them - this makes MOST fields that are missing in the stubs, but you did not override in your child class, go back to what they are in the actual game (do that in a second set of track Build_s so you still have your old solution if that ends up working better)
Sethery
SetheryOP4w ago
with what I have working right now I feel like I'll end up in the same place, because before I build the track, the hologram is perfect, has the curve and everything, it's just when its done building it straightens out like that
AngryBeaver
AngryBeaver4w ago
Which is why I've asked you about your material that you haven't given me any information on. bending like that can be optimally done via a material which I tihnk train tracks do
Sethery
SetheryOP4w ago
Sorry, it currently doesn't have any material instances, I didn't even think that materials could help with that! I will mess around with it a little with some of the pre-existing mats When I create a new Material Instance, I use MM_FactoryBaked as the parent but as soon as I select "bSplineDeform" the texture preview disappears oh I got it!
Robb
Robb4w ago
what was the fix?
Sethery
SetheryOP4w ago
adding the bSplineDeform to a new Material Instance and tweaking the parameters for that
Sethery
SetheryOP4w ago
The next problem I have is the building animation for the track is not the same as the default track
Sethery
SetheryOP4w ago
@Robb (Busy) would yo know how to fix the build animation so it "uncovers" the track rather than just placing it?
Robb
Robb4w ago
no clue, presumably it's a setting on either the hologram or the building
Sethery
SetheryOP4w ago
this might be a stupid question but are all th blueprints/instances labeled "Holo" specifically for the holograms?
Robb
Robb4w ago
they are supposed to be, but it's just a name and there are cases of asset names being inaccurate to be sure, open the asset in the editor and check the top right corner
Sethery
SetheryOP4w ago
out of all things I get stuck on it's how to track looks when its getting built XD
Robb
Robb4w ago
keep working on something else then come back to it later, could think of something else
AngryBeaver
AngryBeaver4w ago
Holograms, build animations, and in world meshes are actually 3 different instance of the same mesh. Build animations replace the material so if you use a standard effect and not a spline one it won't deform. That's the theory anyway. Haven't actually dug I to them enough to go be specific advice.
Sethery
SetheryOP4w ago
Okay thats what I figured, I've been trying to look for the specific spline but can't seem to find it but i'll keep looking
Sethery
SetheryOP4w ago
side question though i dont know if I changed something but all of a sudden I have weird buildables now and a orange cube in the hub. Any iea on how that got there or how to remove em?
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AngryBeaver
AngryBeaver4w ago
It's a setting on the buildable You built and loaded the example mod. They're in-game examples of how to do things.
Sethery
SetheryOP4w ago
probably should know this for the furture but how does one delete the example mod so it doesnt show up
AngryBeaver
AngryBeaver4w ago
From the directory with mods in it inside the game.
Sethery
SetheryOP4w ago
thanks y'all
Robb
Robb4w ago
is there another place in the docs you think it would be useful to link back to this? this is kinda before you set up any mods so it's easy to forget
Sethery
SetheryOP4w ago
Yea I have the page bookmarked on my browser
AngryBeaver
AngryBeaver4w ago
Maybe we could link back in the releasing your mod guide. Talk about data cleanliness and testing.

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