I can then draw my curve in editor as I wish, by adding keys and modifying the tangents. However, I don’t seem to be able to retrieve the defined values at runtime:
// this is an empty array
MyCurve.GetRichCurve()->Keys
// this is always 0.f (even though the curve is defined to never go to 0)
MyCurve.GetRichCurve()->Eval(0.7f);
To add to this: I’ve checked the code in WheeledVehicleMovementComponent4W and I don’t see anything specifically different, though in Editor the component’s property appears as follows:
While in my code it appears as so:
You see that when you click on the expanding triangle that there is this extra ability to select / apply / create an external curve in there?
Anim nodes are a bit of a special case, it’s possible the property isn’t being treated correctly by the anim BP compiler. I’m not sure how you’d fully solve that, but using a curve asset and evaluating that instead should work.
The UI looks different because the wheeled component customizes its details view UI. See WheeledVehicleMovementComponent4WDetails.cpp.