Spline Mesh origin point instead of bounding box?

Seems like Spline Mesh Components uses bottom bounding box of a mesh for setting Start Position. Is it possible to make it use origin point of a static mesh (pivot point) instead? If not, maybe is there a way to change bounding box of static mesh? Strange that when I’ve totally disabled collision of my static mesh, Spline Mesh Component still uses bottom bound of this mesh instead of origin point.

Besides setting Start Pos location, I want to change tangent of Start Pos, but I can’t because:

58794-splinemeshproblem.png

I’m having the exact same issue here - I’m trying to make a fence type of structure based on a spline, but I can’t randomly rotate the logs about the z-axis, because it then offsets the location based on the ‘new’ pivot…

The way a Static Mesh is mapped to Static Mesh Component is probably the most intuitive one.
Spline Mesh Component has two key points: Start Pos and End Pos. In order to map a Static Mesh onto Spline Mesh Component, the lower bound (along X axis) of the mesh is mapped to Start Pos and higher bound is mapped to End Pos. This also ensures that if you create multiple Spline Mesh Components along the spline, they don’t overlap each other.

Now, you are asking to map pivot, instead of lower bound to the Start Pos. What would be then mapped to End Pos? Depending on the answer you may want to scale, offset, or do a bit more involved math on your Spline Mesh.

Another question: if the pivot is mapped to the begin pos, and you set up the tangent for it as well, how should the part which is lower than pivot be extrapolated? Should it be linear, based on the tangent at begin pos?

So, per your points above, I have worked out a way in which if I set the start and end pos, using SetStartAndEnd. The result is that the meshes now are properly aligned and pivoted, so that I can use a random rotation and they line up great as well as rotating around the pivot.

However, there seems to be an unfortunate side-effect where holes become present in the meshes. Any ideas on what might I be doing wrong to cause that?

We’re running into this issue as well in a similar case (trying to build fencing and interlocking rock pieces). I don’t really have a solution, but as a workaround we’ve been adjusting our bounds extents per asset. This may create some rendering issues down the road, but so far it works well enough. Would be great to get some control over this in the future though!

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