I would suggest to try to add an Array for Vectors and expose them as 3DWidgets then you can edit the points even if it belongs to a subcomponent, but you have to update the spline points manually
To replicate, make a new C++ project.
- Add a class inheriting from Actor called MyActor.
- Add a class inheriting from SceneComponent called MySceneComponent.
- In MyActor, add a UPROPERTY for MySceneComponent.
- In MySceneComponent, add a UPROPERTY for a USplineComponent.
- In MyActor constructor, do CreateDefaultSubobject and SetupAttachment for MySceneComponent.
- In MySceneComponent constructor, do CreateDefaultSubojbect and SetupAttachment for the SplineComponent.
- In UE4, place MyActor and note that you can’t select or manipulate the spline.
When you add the spline component to your scene component class, the spline component details are shown under the scene component in the placed instance. If you do not see your spline component in the details panel when the scene component is selected, please check that your UPROPERTY specifiers allow the component to be seen/edited.
The UPROPERTY specifiers are BlueprintReadOnly, EditAnywhere. Even when I select the component I can’t interact with the spline in the viewport (I can’t select either start or end points).
Thank you for submitting a bug report. I have reproduced this issue and logged a report for it here Unreal Engine Issues and Bug Tracker (UE-42878) . You can track the report’s status as the issue is reviewed by our development staff. Please be aware that this issue may not be prioritized or fixed soon.