Procedural Spline-based Road Creation

EDIT: having trouble with board markup, never used this before

void ARoadSpline::BuildRoadSpline(TArray InRoadSpline, int32 tileSize)
    {
    	FVector tileMultiplier(tileSize, tileSize, 1);
    
    	if (InRoadSpline.Num() >= 2)
    	{
    		//the first 2 points are created automatically, set them manually
    		RoadSplineComp->SetWorldLocationAtSplinePoint(0, InRoadSpline[0] * tileMultiplier);
    		RoadSplineComp->SetWorldLocationAtSplinePoint(1, InRoadSpline[1] * tileMultiplier);
    
    		//set the remaining points if they exist
    		for (int32 i = 2; i < InRoadSpline.Num(); i++)
    		{
    			RoadSplineComp->AddSplineWorldPoint(InRoadSpline[i] * tileMultiplier);
    		}
    	}
    }