Sharing this here since there are barely any other posts talking about points in spines
cpp version(replace MyName with the name of your file):
bool UMyName::IsPointInsideSpline(FVector point, USplineComponent* Spline)
{
FVector RealLocation=FVector(point.X,point.Y,Spline->GetComponentLocation().Z);
FVector step1=Spline->FindLocationClosestToWorldLocation(RealLocation,ESplineCoordinateSpace::World)-RealLocation;
FVector step2=Spline->FindRightVectorClosestToWorldLocation(RealLocation,ESplineCoordinateSpace::World);
return !(FVector2D::DotProduct(FVector2D(step1).GetSafeNormal(), FVector2d(step2))>0);
}