How to Animate/Draw along spline/path

Complete noob to UE5. Like just downloaded today. I’m looking for ways to create pretty basic Travel Maps - you know like those nice animations that show a line of some sort being drawn from Point A to Point B. I’ve got my map image textured onto a plane, I’ve got a pin at the start location and a map marker at the end point, but I’m having a hard time figuring out how to draw along the spline to where I can keyframe the progress to render a video. I followed a YT tutorial to mesh along a spline, and some of it I understood, though a lot went over my head.

Is there a tutorial for this? What is this called in UE5 terms? “Animate along a path/spline” returned results for moving a mesh along a spline, which I will need to figure out later, but I need to figure out drawing the line first. Any ideas?

Maybe a start…

So I’ve watched that tutorial a couple of times along with several others on spline meshes and such and I recognize the potential it has for my issue. My question would be whether it is possible to draw meshes along such a spline with such a rig and then key frame the progression. It’s not clear to me how I would accomplish that from this tutorial.

Is it possible to overlay a second spline that would populate with meshes and animate the end-point of that second spline along the first spline? I would worry that the overall shape of that second spline would change as the end-point moves along the spline distorting the meshes along the way.

When you say “draw meshes along a spline” do you mean populate the length of the spline with meshes and then animate where they are along that length or do you mean a line of say cubes moving along a spline? Maybe an emitter animated along the spline emitting the mesh? Sorry - haha… I’m pretty new to Unreal myself and just saw that tutorial the other day and it helped me.

Ideally, I would like to progressively draw or populate meshes (i.e. cubes, or flatter rectangles, or whatever) along a spline/path, key framed in the sequencer. The result would be something like this.