# ? \[ Linear | Closed Loop Spline \] ?

**URL:** <https://forums.unrealengine.com/t/linear-closed-loop-spline/1206642>\
**Category:** Programming & Scripting\
**Tags:** unreal-engine, Spline, Splines, Blueprint, question\
**Created:** [June 21, 2023, 8:03pm UTC](https://forums.unrealengine.com/t/linear-closed-loop-spline/1206642 "2023-06-21T20:03:43Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![el.ganz.andere](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@el.ganz.andere](https://forums.unrealengine.com/u/el.ganz.andere)\
**Post date:** [June 21, 2023, 8:03pm UTC](https://forums.unrealengine.com/t/linear-closed-loop-spline/1206642/1 "2023-06-21T20:03:43Z")

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**Use-case** : _Spawning the same HISM along a linear | closed-loop spline_.

At present, my logic is configured to loop through spline-points (placed at corners, only), measure each segment =\> Set ‘Current Segment Length’ / Spacing = int ‘Number of HISM’ to place between ‘Current Pair of Points.’

Much obliged if someone would assist me in understanding:

**How can Blueprint be configured to offset towards the ‘interior,’ local to each instance ?**

I cannot quite make sense of how to make proper use of the ‘Get Right Vector at Distance Along Spline’ node.

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**Author:** ![RecourseDesign](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/recoursedesign/32/1194503_2.png) [@RecourseDesign](https://forums.unrealengine.com/u/RecourseDesign)\
**Post date:** [June 22, 2023, 2:34am UTC](https://forums.unrealengine.com/t/linear-closed-loop-spline/1206642/2 "2023-06-22T02:34:46Z")

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Hi el.ganz.andere,

For a two lane road, I just made a simple function to expand from the spline, it may help in your situation:

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/b/5/f/b5ffa72b25ee47465fc3911c212884b5b04b5d60.png)

that gets called like:

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/f/4/e/f4e0c032649b4da893b5f1890352e3c7b9549769.png)
