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SplineMeshComponent bugged? c++

I have been working on spawning splinemeshcomponent through c++

But I don't see them working.

This is what I am doing .h

     /** Spline component responsible for creating the ring structure */
     TSubobjectPtr<USplineComponent> SplineComp;
     /** Array to store mesh components */ 
     TSubobjectPtr<USplineMeshComponent> SplineMeshArray[12];

And the cpp file

 APlanetActor::APlanetActor(const class FPostConstructInitializeProperties& PCIP)
     : Super(PCIP)
 SplineComp = PCIP.CreateDefaultSubobject<USplineComponent>(this, TEXT("SplineComp1"));
     for (int32 i = 0; i < 12; i++)
         FString TheName = "Splinemesh" + FString::FromInt(i);
         SplineMeshArray[i] = PCIP.CreateDefaultSubobject<USplineMeshComponent>(this, FName(*TheName));
         SplineMeshArray[i]->ForwardAxis = ESplineMeshAxis::Y;

After setting the values of the splinecomponent,

I set the values of splinemeshcomponent a bit after the actor has been spawned

 for (int32 i = 0; i < 11; i++)
     FVector StartLocation, StartTangent, EndLocation, EndTangent;
     SplineComp->GetLocalLocationAndTangentAtSplinePoint(i, StartLocation, StartTangent);
     SplineComp->GetLocalLocationAndTangentAtSplinePoint((i + 1), EndLocation, EndTangent);
     SplineMeshArray[i]->SetStartAndEnd(StartLocation, StartTangent, EndLocation, EndTangent);
     FVector Location = SplineMeshArray[i]->GetStartPosition();
     GEngine->AddOnScreenDebugMessage(-1, 2.0f, FColor::Red, FString::SanitizeFloat(Location.X) + " " + FString::SanitizeFloat(Location.Y) + " " + FString::SanitizeFloat(Location.Z));

The GEngine shows the location of all the spline mesh but, I can't see the mesh at all. The code is executed a bit after beginplay.

Product Version: Not Selected
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asked Sep 17 '14 at 01:42 PM in C++ Programming

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It might be that you need to call RegisterAllComponents(); after you create the SMCs

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answered Sep 30 '15 at 11:18 AM

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