Zip attached with code - you’d need to replace the Errorf with a standard UE_LOG and change headers to use in your project.
Here’s a little wrapper:
namespace Curves
{
bool GetCurvePositionAtTime(const FString &rCurveName, float fTime, FVector &rOut)
{
auto *pCurve = AMM_Curve::FindCurve(rCurveName);
if (pCurve == nullptr)
return false;
rOut = pCurve->GetCurveValueAtTime(fTime);
return true;
}
}
[Edit] Will attach blueprint image in a second, just upgraded to the latest preview and building new shaders…
[Edit2] Here’s the blueprint - You could set this up in a simpler fashion, in my case I wanted to allow blueprints to be able to choose different curves for the C++ to use based on their author’s logic. I would assume you could place a spline directly in an actor as a UPROPERTY.
[link text][2]
