I found a way to “fake” the solution, even though it doesn’t completely solve the issue:
I tried using different meshes. The problem is still there, but it’s much less noticeable:
Another thing that helped was skipping the point indices to odd numbers:
This way, the spline looks smoother (it behaves as if there are more points).
The final result (I’m building the path using another BP that acts as a builder; I still need to fix the connection between the two splines, but this gives the general idea):
I forgot to mention that I’m working with Unreal Engine version 5.5.1. Has anyone else run into the same issues and found a proper solution? Also, aside from using the new PCG system, are there any alternative methods or workflows that could achieve a similar result to what I’ve done?
Thanks in advance.