# How to set a starting position for an Actor on a spline

**URL:** <https://forums.unrealengine.com/t/how-to-set-a-starting-position-for-an-actor-on-a-spline/2382656>\
**Category:** Blueprint\
**Tags:** unreal-engine, question\
**Created:** [March 10, 2025, 1:13am UTC](https://forums.unrealengine.com/t/how-to-set-a-starting-position-for-an-actor-on-a-spline/2382656 "2025-03-10T01:13:02Z")\
**Posts on this page:** 1\
**Showing post:** 2

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**Author:** ![Everynone](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/everynone/32/1135017_2.png) [@Everynone](https://forums.unrealengine.com/u/Everynone)\
**Post date:** [March 10, 2025, 9:39am UTC](https://forums.unrealengine.com/t/how-to-set-a-starting-position-for-an-actor-on-a-spline/2382656/2 "2025-03-10T09:39:49Z")

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> [@SkayKosh](#):
>
> Wondering how to set a starting position of an actor on a spline

- get location at distance
- get location at time
- get location at point
- get location at input key

Those will produce a relative / world space location on the spline you’re getting. We can also `Find Location Closest to World Location` with a node - can be convenient at times.

> [@SkayKosh](#):
>
> How to make sure the actor “loops” on the spline at this moment the movement ends as soon as actor reaches the end of the spline

Usually with [modulo](https://www.youtube.com/watch?v=HXCkOzkgamU), have a look:

> [@Move multiple actors along spline](https://forums.unrealengine.com/t/move-multiple-actors-along-spline/437200/7):
>
> Here’s a simplified (compared to yours) script I’d use were I to push numerous actors along a spline: [[Image from Gyazo]](https://gyazo.com/cc07a1a805a8c28391c561dbac6e5380) Essentially, each car stores an offset. We animate another spline offset using a timeline, add both, and reposition the car. An optional Modulo wraps the value so we get perpetual motion.

But you can also use a `Looping` Timeline’s float track to progress through a spline’s time directly.

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