Hi, thanks for replying.
What you did works, however it did not follow my steps for what Im trying to do. I am not moving the spline in viewport, editor or runtime. I’m setting it in the spline settings as pictured above. If you are using Unreal Engine 4.27 and follow my steps above the same should happen.
It has become clear that this must be a bug of some sort. In the following gif, I will display the problem I am having that led me to think the spline was the one returning the rotation instead of the points, rotation will return fine if the spline is Bending, but not if the spline is not moved. No matter how i rotate the spline in the Z axis, it returns 0 and will continue doing so during runtime.
And this is where it gets wierd. If I grab the point and then rotate it in viewport, it will start working normally, but keep the offset rotation of the initial rotated input.
So apparently I will have to manually move the point in viewport first before editing its values to make it work. Otherwise it would not even work during runtime. I am assuming this is just another bug in 4.27… Please Epic…
Thanks both for your input, made me find a workaround for the issue.