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.

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ComponentUE - Gameplay - Components
Affects Versions5.
Target Fix5.5
Fix Commit31836444
Main Commit31836490
CreatedFeb 15, 2024
ResolvedFeb 27, 2024
UpdatedMay 20, 2024
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