How to properly segmentate a Spline Component

Sorry I’ll try explain myself better:

  1. On BeginPlay, I possess Pawn1 which is set to location X.
  2. At the same time, Pawn2 is spawned on location Y.
  3. When both Pawns are spawned, a Spline_Blueprint Actor is spawned - Spline Points are created too using the code you shared, going from Initial Location X to End Location Y.
  4. On my MainMenu, clicking on New Game button will start the Timeline and SetActorLocation Ease transition.

The Alpha float from Timeline is linear and goes from 0 to 1 in 5 seconds - then the Ease In Out with Blend Exponent set to 8 to slow down the beginning and end transitions.

As it is, even if not using the Ease In Out and just a linear transition, it works as intended when the spline is not immensely huge.

Problem is that I’m working with extreme distances (more than 1,000,000 units from start to end locations).

From my observation, it seems like a problem of precision - the stutter starts happening when spline is bigger than ~1,000,000 units.

So I feel like I have 2 options:

  1. If I have e.g. 50 Spline Points, delete Spline Point 0 whenever Pawn1 passes by Spline Point 1 in World Space. This way the Spline Length would decrease and become more precise while approaching End location.
  2. Instead of using a Spline, use a LineTrace and take care of the SetActorLocation interp on EventTick - this seems to be a good solution, but I lose control of the transition time not being constant. (or is there a way to make the transition last for 5 seconds independent of distance while using EventTick?)