Snake tail

I’m currently trying to make an updated version of the old snes game, snake rattle and roll. I have the snake head and I’m currently trying to get his “tail” working.

In the original the tail was the balls collected that followed the “head” of the snake around. Each ball matched the colour of the ball collect also. My question is, is there a way to mimic this because the only way I’ve managed to so far is by recording the location of the snake head and then moving the ball to that location.

This is the blueprint for the snake head (static mesh 1) and the 2 balls which are Static mesh 2 and 3. Its look ok (if a little jerky (thankyou delay!!!) but with more than 2 balls it will become and lots more jerky.

26046-scene1.png

This is what it looks like as you turn (the effect I want), the tail will also move back to the snake head when the snake stops moving. I.e everything will be at location x,y,z.

Is there a way I can assign the position location to a spline and attach the balls to that (based on a percentage along its length)?

26047-why_question.png

Also why is this happening? on the second ramp it forgets to update the collision for the floor. But not if I spend a moment on the flat surface before the ramp?

did you ever find the answer to this?