# Multiple instanced meshes along a spline

**URL:** <https://forums.unrealengine.com/t/multiple-instanced-meshes-along-a-spline/1167956>\
**Category:** Blueprint\
**Tags:** UE-5, unreal-engine, Blueprint, question\
**Created:** [May 16, 2023, 7:29pm UTC](https://forums.unrealengine.com/t/multiple-instanced-meshes-along-a-spline/1167956 "2023-05-16T19:29:23Z")\
**Posts on this page:** 1\
**Showing post:** 5

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**Author:** ![Everynone](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/everynone/32/1135017_2.png) [@Everynone](https://forums.unrealengine.com/u/Everynone)\
**Post date:** [May 16, 2023, 8:09pm UTC](https://forums.unrealengine.com/t/multiple-instanced-meshes-along-a-spline/1167956/5 "2023-05-16T20:09:55Z")

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Would this work for you:

> [@Move multiple actors along spline](https://forums.unrealengine.com/t/move-multiple-actors-along-spline/437200/7):
>
> Here’s a simplified (compared to yours) script I’d use were I to push numerous actors along a spline: [[Image from Gyazo]](https://gyazo.com/cc07a1a805a8c28391c561dbac6e5380) Essentially, each car stores an offset. We animate another spline offset using a timeline, add both, and reposition the car. An optional Modulo wraps the value so we get perpetual motion.

Does not really matter if these are actors, static meshes or ISM instances. Should work for anything with a transform. You could store offsets in an additional array since you cannot really conveniently store that data in an instance itself.

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