How to 'start' or 'play' a curve asset in C++

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]