Random Spline Animation

I’ve got some static meshes spawning and following along a spline. And I want to semi-randomly animate the spline. This is my current setup:

But for some reason, when i attach the Get world location at spline point to the make vector of the set node, it makes the spline point go flying off on the X and Y axis. As in, the X value gets increased into the millions within seconds! I’m not adjusting the spline point in any other spot other than an initial set point in the Event On Play section. Any idea what could be going on here?

For some reason, “Set WorldLocation at Spline Point” Adds in the offset of the world position of the actor the spline component is in. So when I add the get world location vector, it adds that location to the new vector. Because I’m setting the location every tick, its adding the Actor Position vector each tick, making it increase exponentially.
If I remove the 'Get world location at spline point", it gets the world location of the actor and adds that to my vector I’m trying to set it to. If I add a spline copy, and use that copy as a position reference, it behaves the same.

My temporary workaround Is to use a “Get Actor Location”, and subtract it from the vector I’m putting in the set world location node.

Hi Interitus,

Thanks for the report! Yeah, it looks like the Set method is missing a world to local conversion.

I checked in a fix in https://github.com/EpicGames/UnrealEngine/commit/76ff1ca7941a43bcb92f18e1a6dc36a41d183518 (integrated into 4.5 branch, so it should be addressed in 4.5). Your workaround should work fine for now as long as the spline component isn’t rotated, otherwise you’d need to do the inverse of the component to world to get the correct local position.

Cheers,
Michael Noland