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Editing Splines created with ConstructObject

Hello! I’m working on a plugin in which I need to be able to create splines using ConstructObject and still have the ability to edit them. I’ve tried, but when I click on my custom actor in the editor, I don’t see the spline. I’ve already tried setting ‘bAllowSplineEditingPerInstance’ to true, but that didn’t work. Also, the splines I’m creating are being stored in a TArray<USplineComponent*>. Here’s what I have right now:



int32 count = Paths.Num();

if (count == PathCount)
	return;

Paths.Empty();

for (int32 i = 0; i < PathCount; ++i)
{
	USplineComponent* path = ConstructObject<USplineComponent>(USplineComponent::StaticClass());
	path->bAllowSplineEditingPerInstance = true;
	Paths.Add(path);
	Paths*->AttachTo(Root);
}


What am I missing? Creating the splines using PCIP will not work for what I am trying to do because I need to have my function that includes this code execute on construction. Thanks! :slight_smile:

Any help? Thanks! :slight_smile: