Hi, I noticed my spline mesh generated from a spline component contains a twist, when the sign of the roll angle changes sign between start and end points:
The numbers are start/end roll values taken from the spline component:
Does anyone know what can be done to untwist the spline? Trying to keep the same sign (adding 360 deg) doesn’t solve the issue.
For anyone struggling with this, I made (a somewhat hacky) function, which takes 2 roll values in degrees and outputs two in radians, taking this twist into account. Assuming the angles are not too far apart, everything looks fine now:
This worked great and gets me 90% there! It’s such a shame that Unreal has this limitation baked into their spline system.
It makes me want to really dig into splines, learn how they work and make my own alternate version of the UE spline.