[Bug 4.8.3] Spline`s GetWorldLocationatDistanceAlongSpline gives wrong location

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.

54579-output.png

54580-broken.png

Fixed in 4.9

Hi.
I’m getting a similar/related problem in the 4.9 version:
In the first spline the nodes are set to linear and in the second one are set to curve.
I’m doing something wrong here? Thanks!

I don’t see anything wrong in the blueprint.
If you select the last point of the spline and change the position of the red tangent points, it changes the position of the TextComponents.

For some reason GetLocationAtDistancealongSpline is biased by the tangent, I am not sure if this is intended behavior.

I will keep this as answered, since the original problem is solved.
You might open a new BugReport for it.