Hi. I need to find the relative location of a spline component which is not the blueprint root, but a print screen always returns 0,0,0 on the output log. Regardless of how I move it. World location appears to give the root position, even when I offset the spline from the root. It’s as if the spline never moves in relative space. Is there something I’m missing here?
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I am also experiencing this. It’s simple to reproduce and I’m somewhat at a loss as to why this is happening. Did you ever find a solution to the issue?
It’s somewhat annoying since it is easy to accidentally move a spline instead of the spline points, and then your math is off by however much it was moved.
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After working with splines more, it seems that this is simply how the spline component was implemented in Unreal. It frustrates me a lot, if a component uses something like the coordinate system then it should contain this basic behavior, but for some reason it does not.
If anyone know anything to the contrary, I’d love to see it
Splines are in world space. That’s just how they do them I guess.