Spawn on Path Actor

The Spawn on Path actor works by using the position of the Spawn on Path and the pre-made spline component attached to the actor to determine the path of the line or curve along which obstacles will be spawned. If the spline curve traverses multiple surface types, you can fine tune the Spawn on Path's behavior by 2 Surface Name Pattern and/or by Surface Tags (see Ambit Spawner: How To Use Tags). This will limit obstacles to spawn only along portions of the spline curve that are above the specified surfaces. If you don't want to manually specify surfaces, there is also the option to 1 snap all spawned obstacles to any surfaces below the path of the spline.

Spawn on Path will use the 3 density range to instantiate copies of the Unreal Engine actor randomly selected from an 7 array of Unreal Engine actors you've chosen within the box component's bounds. The orientation of all spawned objects can be controlled using the 5 Degree of Rotation range, unless all spawned obstacles are required to face the same direction using Restrict to One Rotation, in which case the rotation will automatically update the range's maximum to equal its minimum. Spawn on Path also provides the option to 4 Follow Spline Rotation to orient the objects relative to the spline rotation. To enable physics simulation on your spawned obstacles, just select 6 Add Physics. By default, the Spawn on Path will remove overlaps, but this behavior can be turned off by unselecting 8 Remove Overlaps. To change the placement pattern, just adjust the 9 Random Seed value.

Spawn on Path annotated UI

Using Spawn on Path

After adding a Spawn on Path to your map you will see an icon like this. You can place it at any 3D location you'd like. The position of the Spawn on Path instance is the starting point of the spline path. You can transform the Spawn on Path instance by rotation, translation, and scaling to adjust the orientation, position, and length of the spline. The spline component's spline points can be moved, created, and deleted directly in the viewport or through the Selected Points category of the Details panel.

Spawn on Path placement

If you specified surfaces for Spawn on Path using surface name pattern and/or tags, or if you choose Snap to Surface Below, Spawn on Path will calculate the appropriate height (Z-axis) for each of the spawned obstacles. If no surfaces are specified and Snap to Surface Below, then Spawn on Path will use its height for all of the spawned obstacles.

Examples

It's easiest to understand the effect of each of the Spawn on Path parameters by seeing them in action. You will find a variety of examples in the Spawn on Path Examples section.