Description

USplineComponent::GetSplinePointAt() returns an FSplinePoint with the ESplinePointType 'CurveCustomTangent' rather than the type from the setup.
Expected: It should return the correct type.

Steps to Reproduce
  • Create an actor blueprint BP_MyActor
  • Add a SplineComponent
  • Set both of the two default spline points' Type to Constant
  • On BeginPlay, call GetSplinePointAt(0) on the spline component. Break the resulting SplinePoint struct and print out the Type enum value.
  • Observe: The returned type is always 'CustomCurveTangent'.
  • Expected: In this case, it should return Constant, but in general it should return whatever the user has set that spline point's Type to.

Have Comments or More Details?

There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-207021 in the post.

0
Login to Vote

Fixed
ComponentUE - Gameplay - Components
Affects Versions5.05.15.25.3
Target Fix5.5
Fix Commit31836444
Main Commit31836490
CreatedFeb 15, 2024
ResolvedFeb 27, 2024
UpdatedFeb 27, 2024