Branch: ‘Binary’ build from the Unreal Launcher
Build version: 4.8.3-2634408+++depot+UE4-Releases+4.8
Detailed description of the issue:
The GetWorldLocationAtDistanceAloneSpline gives wrongs values and finally makes the spline unusable when spline point types are set to linear.
This happens with 4.8.3 under default settings.
Repro Steps:
- Create a Blueprint Actor. Add a RootScene, BillBoard and a SplineComponent in the viewport.
- Add a TextRendererComponent every 100 units alone the spline in the construction script.
To calculate to location use the GetWorldLocationAtDistanceAloneSpline node. - Compile the Blueprint and drop the Blueprint into a level.
- The text should be drawn as expected. If you move the second Spline point along the X Axis it should show the TextComponent every 100 units without changing the position of the already added TextComponents.
- Change the type of the first SplinePoint to Linear. Move again the second spline point and you should see the TextComponents are moving along the line, but the should stay where they are because their position should not be effected by the moving the spline point.
- If you add now a SplinePoint, the spline will be broken because the length of the spline suddenly became 0.