If you followed that first tutorial you trace by channel and in this case by visibility. Does that have collision? Did you double check if the final track has collision? Did you try walking on it / doing anything with it?
Yes I can run the normal car on it, just not the hover cat but when I drag in a normal piece of track it hovers on it fine it seems to only be when it’s generated by the spline
I will gladly rephrase my question. You trace for visibility. Do your generated parts block visibility?
Keep in mind if you simply place a static mesh it becomes a static mesh actor which defaults to certain settings your spline might not have. Check your generated track for those attributes.
Or just enable debug lines for your traces and see what happens. Try trace by objects instead of channel.
Or just look at the collision. You can select in the details of your viewport to change it from lit to player collision or visibility collision which shows you what’s going on.
This is how the spline generates a collision I don’t get whats going wrong, I did change to trace from object but it didn’t work for me, and the collision on the track has ‘use complex collision as simple’
Okay so I got rid of it using complex collision as simple, and just auto generated one so now the object does hover a little bit but it refuses to turn