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Cannot edit spline components contained in arrays

Arrays of Spline components created from c++ cannot be edited in any way in Unreal Engine. The components on their own can be translated/rotated/scaled but not the single nodes and no more nodes can be added. Reproducible 100% at least on 4.7 using the following test code:

  #pragma once
 
   #include "GameFramework/Actor.h"
   #include "TestActor.generated.h"
   
   class USplineComponent;
   
   UCLASS()
   class TESTGAME_API ATestActor : public AActor
   {
       GENERATED_UCLASS_BODY()
       
   public:    
       UPROPERTY(EditAnywhere, Instanced, Category = "Path spline")
       TArray <USplineComponent*> PathSpline;
   
   
       virtual void BeginPlay() override;
       virtual void Tick( float DeltaSeconds ) override;
   };
   
   #include "TestGame.h"
   #include "Components/SplineComponent.h"
   #include "TestActor.h"
   
   // Sets default values
   ATestActor::ATestActor(const FObjectInitializer& ObjectInitializer)
       : Super(ObjectInitializer)
   {
       PrimaryActorTick.bCanEverTick = true;
   
       RootComponent = CreateDefaultSubobject<USceneComponent>(TEXT("SceneComp"));
       PathSpline.Add(CreateDefaultSubobject<USplineComponent>(TEXT("Path")));
       PathSpline[0]->AttachParent = RootComponent;
   }
   
   void ATestActor::BeginPlay()
   {
       Super::BeginPlay();
   }
   
   void ATestActor::Tick( float DeltaTime )
   {
       Super::Tick( DeltaTime );
   }

My original question here

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asked Apr 18 '15 at 05:53 AM in Bug Reports

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Gastel71
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Hey Gastel71-

I've submitted a bug report (UE14064) for this issue to be investigated futher. I tested myself and too was not able to edit anything about the spline itself in the blueprint.

Cheers

Doug Wilson

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answered Apr 20 '15 at 03:32 PM

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