Help getting around Spline distance precision issues

From my research, it appears that using distance based functions for the spline component like Get Location at Distance Along Spline result in precision issues.

A lot of video game stuff is smoke & mirrors + good-enough approximation, sure. I’ve never ever experienced anything like this with splines, though. Might be wrong but I’d blame the movement method / something else than sheer lack of precision. Not at this scale and scope.

Could you replicate it with a single car and / or explain the movement method?

1 Like