Hey, I'm Alex! In this Unreal Engine 5 tutorial I’ll show you how to make a racetrack using splines, but without attaching the cars to them. They’ll follow the spline dynamically, so you get smooth movement, drifting, and full control. This also works great for other objects or characters that need to follow splines indrectly.
I’ll go over how to build the spline, set it up in Blueprints, and get your cars to follow it using rotation and a custom event setup that’s cheaper than using Tick. Works great for racing games or anything that needs objects to follow a path.
00:00 – Intro & What We're Building
00:24 – Creating the Spline Track Actor
01:00 – Extending & Looping the Spline
01:40 – Connecting the Spline to the Character
02:20 – Setting Up Forward Car Movement
03:00 – Coding: Spline Tangent & Location Logic
03:50 – Using LookAtRotation for Car Orientation
04:30 – Adding Debug Tools & Performance Tips
05:10 – Custom Event Timer vs. Tick
05:50 – Testing and Fixing Car Behavior
06:30 – Using Offset to Improve Car Tracking
07:10 – Tuning Friction for Drifting or Grip
07:50 – Optional Clamp for Smoother Turns
08:30 – Final Tweaks & Realistic Handling
09:10 – Wrap-Up & Summary
#UnrealEngine5
#UE5Tutorial
#SplineBlueprint
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