Ok I figured out how to populate the spline meshes, but now I have a new problem.
I’m using get bone transform in actor space to get the start and end location and tangent and the distance to the next bone to set the scale x of the spline mesh, which works perfectly.
Then I’m breaking the bone transform and using the rotation pitch of the bone to set the spline mesh roll, which also works when the skeletal mesh is zero’d out and at bind pose, but as soon as I add in any movement, the roll of the spline mesh breaks.
I’ve tried using a seperate transform in parent bone space for the roll which is what I Imagined would have worked when I set out to build the rig, but no luck.
I’m sure the problem has something to do with the local space of the spline mesh, But I’m not really sure how to translate the pitch of the bone into the roll of the spline mesh (or what their relative rotations are in relation to one another)
I’ll attach the relevant BPs to help make things clearer.