# Completely rotate spline points (Including roll)

How to completely rotate spline points in editor when building spline?

Doing this in your splineâ€™s construction script will allow you to roll your spline at specific points.

Take the return from add spline mesh component and set start and end roll with return from â€śGet rotation at pointâ€ť. Do this for (index) and (index + 1) of the points on the spline, make sure to get the x value from that rotator, as that is the roll.

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What is that float variable youâ€™re dividing by?

Iâ€™d like to know too I canâ€™t get my splines to rotate

How can I set spline points roll and yaw

Correction - this works so long as this section from Ryanâ€™s example is not included:

Sighâ€¦ no, it still doesnâ€™t work. It seems to work ok on small splines, but when youâ€™re dealing with longer splines with multiple points adjusting the roll on the spline point you want to change instead rolls another spline further ahead or behindâ€¦

After some testing, a Float of 55.0 works in that variable. My rotation grid snap is set at 5 degrees, and at 90 degrees the spline point was vertical, 90 degrees up from horizontal.

Iâ€™m using Ryan Laleyâ€™s spline tutorial (Unreal Engine 4 Tutorial - Splines - Spline Meshes - YouTube) and was able to insert this after the Set Collision Enabled node and before the Set Forward Axis node.

Everything working well so far.

Edit: attaching a higher res image of LostScoutâ€™s as it was difficult to make out.

The issue is that break rotator seems to output euler angles while set roll nodes consume radians. The solution is to use a degrees to radians (r2d ) node. The value of 55 seems close and good enough, but it should be 180 / pi.