Maybe i’m just wanting to use splines the wrong way but is it possible to create a spline and then attach a component to a specific point on the spline so that when you move the spline point the component moves with it?
by ‘component’ do you mean an actual blueprint component or rather like a mesh attached that a certain spline point?
Preferably either but i’d be happy if I could attach something like a childactorcomponent or a staticmeshcomponent.
I’ve attached a static mesh actor before onto a spline. Can you show me your blueprint for your spline actor?
Create a Component for each Point that exist on the Spline. Move Components to each spline Point. If Spline Changes Update Components to move along or create/remove Components if Splinepoints Change. If you do it via C++ you got to look into PostEditChangeProperty. You probably have a easier time doing it via BP Construction script
So if I have a ChildActorComponent that I created in c++ I could update its position in a function called PostEditChangeProperty that I overwrite? And then in the editor when I dragged the point around the position would update in real time?
Yes but I think if you move it arround via Editor Gizmo you gotta overrwrite PostEditMove, EditorApplyTranslation, EditorApplyScale, EditorApplyRotation. If I recal correctly. PostEditChangeProperty works if you change things in the DetailsPanel.