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Create an arrow dynamically following the spline
#21
(10-31-2017, 04:04 PM)Jake Wrote: Hi,

on my PC results of editor playing and standalone exe are the same. The spline uses very few cache points due it's small size. That's why UI Spline was created. To get around this for regular splines, set the Cache PPU (Max. Cache Points per Unit) to a higher value in the global preferences. I changed it from 8 (default) to 20 and raised Cache Density of LauncherSpline to 100 to get somewhat smooth results.

That was the problem! I suspected about spline resolution but didnt knew there was a global settings for curvy Big Grin
But before finally close this, after compile the project the .exe still have the same problem, like while compiling the game it doesnt take in consideration the Cache PPU settings. I tried deleting the old .exe and compile again but no luck. I tried both on my actual project and on the test I sent to you and both work perfect on editor but the .exe still have the resolution problem. Are there any settings that maybe you have set to maintain the Cache PPU from the editor, or maybe any reason you can think of to make the compile proccess to ignore or change that setting?

Thank you again, I see the light at the end of the tunnel, just the last step Big Grin
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Messages In This Thread
RE: Create an arrow dynamically following the spline - by yandrako - 11-02-2017, 10:21 AM

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