Spline Meshes not Generating correctly

Hello all! I have been banging my head for the last day or so trying to figure out why I can’t generate spline meshes along a spline in runtime. I believe I have the logic, however the meshes will not generate unless I move all the points by some arbitrary number first. I have 2 spline points in the world at startup. I am trying to add spline points on the Z axis, and draw spline meshes along them.

This is the expected behavior, accomplished by calling “Add New Spline Point”, then “Move Points”, then “Draw Meshes”, but obviously this moves everything each time the meshes are drawn, which I do not want. I only discovered this worked by Ejecting from editor, moving a spline point manually, re-possessing pawn, and then generating meshes. It is almost as if the engine forgets the spline point is there until it is moved?

352328-screenshot-2021-11-16-165912.png

And this is the behavior without running “Move Points”

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I’m assuming you have all this in the event graph, and not in the constructor?

Also, you might try unchecking that ‘manual attachment’.

Hey, thanks for the input! Yes the functions are being called in the Event Graph. On Tick it is checking 2 booleans set by player input. I push one key do draw the meshes, and a different key to add a new spline point.

I asked this question on the forums and got a response from Everynone. He/she informed me that this is an engine bug.

I do need to figure out why it is necessary to attach the meshes though… Don’t understand the reasoning.

I asked this question on the forums and got a response from Everynone. He/she informed me that this is an engine bug.

For anyone with this issue, from Everynone:

“Rather than build it in Z, do Z + .00000001. No one will be able to tell.”