# Completely rotate spline points (Including roll)

**URL:** <https://forums.unrealengine.com/t/completely-rotate-spline-points-including-roll/440541>\
**Category:** Community & Industry Discussion\
**Tags:** spline-point, roll, unreal-engine, Spline, rotate, question\
**Created:** [January 3, 2019, 4:46pm UTC](https://forums.unrealengine.com/t/completely-rotate-spline-points-including-roll/440541 "2019-01-03T16:46:50Z")\
**Posts on this page:** 10\
**Page:** 1

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**Author:** ![LostScout](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@LostScout](https://forums.unrealengine.com/u/LostScout)\
**Post date:** [January 3, 2019, 4:46pm UTC](https://forums.unrealengine.com/t/completely-rotate-spline-points-including-roll/440541/1 "2019-01-03T16:46:50Z")

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

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**Author:** ![LostScout](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@LostScout](https://forums.unrealengine.com/u/LostScout)\
**Post date:** [January 3, 2019, 4:50pm UTC](https://forums.unrealengine.com/t/completely-rotate-spline-points-including-roll/440541/2 "2019-01-03T16:50:12Z")

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Doing this in your spline’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 “Get rotation at point”. 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.

 ![264029-spline-roll.jpg](https://d3kjluh73b9h9o.cloudfront.net/original/4X/f/e/8/fe82246c6b3dcace1eb80096fe8fa8503d8abd49.jpeg)

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**Author:** ![Psygel](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Psygel](https://forums.unrealengine.com/u/Psygel)\
**Post date:** [March 6, 2019, 7:27pm UTC](https://forums.unrealengine.com/t/completely-rotate-spline-points-including-roll/440541/3 "2019-03-06T19:27:45Z")

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What is that float variable you’re dividing by?

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**Author:** ![Dyroth](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Dyroth](https://forums.unrealengine.com/u/Dyroth)\
**Post date:** [November 2, 2019, 6:42pm UTC](https://forums.unrealengine.com/t/completely-rotate-spline-points-including-roll/440541/4 "2019-11-02T18:42:09Z")

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I’d like to know too I can’t get my splines to rotate

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**Author:** ![Rag1804](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Rag1804](https://forums.unrealengine.com/u/Rag1804)\
**Post date:** [June 19, 2020, 11:19am UTC](https://forums.unrealengine.com/t/completely-rotate-spline-points-including-roll/440541/5 "2020-06-19T11:19:21Z")

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How can I set spline points roll and yaw

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**Author:** ![Valkyrie\_Sound](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Valkyrie\_Sound](https://forums.unrealengine.com/u/Valkyrie_Sound)\
**Post date:** [October 8, 2020, 10:46pm UTC](https://forums.unrealengine.com/t/completely-rotate-spline-points-including-roll/440541/6 "2020-10-08T22:46:21Z")

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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.

I’m using Ryan Laley’s spline tutorial ([Unreal Engine 4 Tutorial - Splines - Spline Meshes - YouTube](https://www.youtube.com/watch?v=eKIiWa19EMI)) 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 LostScout’s as it was difficult to make out.

 ![317820-bandicam-2020-10-08-23-47-40-343.jpg](https://d3kjluh73b9h9o.cloudfront.net/original/4X/b/6/8/b6830526717f0327822989093dfa956c17cdfd04.jpeg)

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**Author:** ![Valkyrie\_Sound](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Valkyrie\_Sound](https://forums.unrealengine.com/u/Valkyrie_Sound)\
**Post date:** [October 8, 2020, 11:08pm UTC](https://forums.unrealengine.com/t/completely-rotate-spline-points-including-roll/440541/7 "2020-10-08T23:08:40Z")

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Correction - this works _ **so long as** _ this section from Ryan’s example is not included:

 ![317843-spline-bp.jpg](https://d3kjluh73b9h9o.cloudfront.net/original/4X/9/a/c/9ac10b9b3a28d70f9229f4ea0f6767590c4abbef.jpeg)

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**Author:** ![Valkyrie\_Sound](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Valkyrie\_Sound](https://forums.unrealengine.com/u/Valkyrie_Sound)\
**Post date:** [October 8, 2020, 11:17pm UTC](https://forums.unrealengine.com/t/completely-rotate-spline-points-including-roll/440541/8 "2020-10-08T23:17:38Z")

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Sigh… no, it still doesn’t work. It seems to work ok on small splines, but when you’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_ behind…

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**Author:** ![buexe](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@buexe](https://forums.unrealengine.com/u/buexe)\
**Post date:** [June 29, 2022, 9:43am UTC](https://forums.unrealengine.com/t/completely-rotate-spline-points-including-roll/440541/9 "2022-06-29T09:43:15Z")

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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.

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**Author:** ![Pupunaattori](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Pupunaattori](https://forums.unrealengine.com/u/Pupunaattori)\
**Post date:** [January 26, 2025, 2:37pm UTC](https://forums.unrealengine.com/t/completely-rotate-spline-points-including-roll/440541/10 "2025-01-26T14:37:09Z")

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The earlier solutions use “Get rotation at spline point” which now assumes each point index being constructed from 1 mesh for each spline point. Just like in the video links use length of the mesh as a measurement for each point to rotate.

Here is the fix

[![](https://d3kjluh73b9h9o.cloudfront.net/original/4X/7/2/6/726c35f6636a15f346dd2ca5019647898af2cdc0.png)](https://ibb.co/q757Y9p)
