Cannot edit spline components contained in arrays

Arrays of Spline components created from c++ cannot be edited in any way in Unreal Engine. The components on their own can be translated/rotated/scaled but not the single nodes and no more nodes can be added. Reproducible 100% at least on 4.7 using the following test code:

 #pragma once

  #include "GameFramework/Actor.h"
  #include "TestActor.generated.h"
  
  class USplineComponent;
  
  UCLASS()
  class TESTGAME_API ATestActor : public AActor
  {
      GENERATED_UCLASS_BODY()
      
  public:    
      UPROPERTY(EditAnywhere, Instanced, Category = "Path spline")
      TArray <USplineComponent*> PathSpline;
  
  
      virtual void BeginPlay() override;
      virtual void Tick( float DeltaSeconds ) override;
  };
  
  #include "TestGame.h"
  #include "Components/SplineComponent.h"
  #include "TestActor.h"
  
  // Sets default values
  ATestActor::ATestActor(const FObjectInitializer& ObjectInitializer)
      : Super(ObjectInitializer)
  {
      PrimaryActorTick.bCanEverTick = true;
  
      RootComponent = CreateDefaultSubobject<USceneComponent>(TEXT("SceneComp"));
      PathSpline.Add(CreateDefaultSubobject<USplineComponent>(TEXT("Path")));
      PathSpline[0]->AttachParent = RootComponent;
  }
  
  void ATestActor::BeginPlay()
  {
      Super::BeginPlay();
  }
  
  void ATestActor::Tick( float DeltaTime )
  {
      Super::Tick( DeltaTime );
  }

My original question here

Hey Gastel71-

I’ve submitted a bug report (UE14064) for this issue to be investigated futher. I tested myself and too was not able to edit anything about the spline itself in the blueprint.

Cheers

Doug Wilson