Say I have a blueprint Character, and I want it to move around an Actor. Like, the Actor stays in place, and the Character only have one movement that goes round and round the Actor like a carousel, and you can control it’s movement speed.
I’ve looked into using a spline based movement but it seems there’s no way to make the spline circular except eyeballing it, and I’m not sure how I can detach and reattach the character to the start of the blueprint once it reached the end of the spline.
You do not actually need to attach or detach anything. The whole idea revolves (ehm) around the spline’s length. Use this node GetLocationAtDistanceAlongSpline to output a world location and place your object there.
Feed that node with another spline and your object will follow it. Do in Tick, gradually increasing the GetLocationAtDistanceAlongSpline value and you will end up moving along the spline’s path.
In addition, if you combine it with GetTangentAtDistanceAlongSpline node and you’ll get the forward vector.
Essentially, you’d need to write a function that takes a spline, and ask the mesh/actor to follow the spline you’ve supplied. Attachments will unnecessarily complicate the whole thing.
The end result:
I realise this a crude example! But if you provide a bit more detail regarding what you’re tying to achieve, how you expect the objects to interact with the spline, I might be able to advise with something more tangible.