rendering a 360 Panorama (Cyclorama) to 8 screens

I have been having problems setting the position of a Blueprint spline actor I created following this tutorial: https://www.youtube.com/watch?v=bgANV-VTJrw&list=PLHadbgEqCTxDgj-RwPQGkaUypb05NJYN6&index=3

I want to visualize the movement path of my player using a spline curve. So, at the very beginning I want to set start location of the spline curve to the start location of my player.

// Within ::BeginPlay() I get the pointer to the SplineActor and the USplineComponent like this:

for ( TObjectIterator<AActor> Itr; Itr; ++Itr ) {
    AActor *actor = *Itr;
    if (actor->GetWorld() == GetWorld()) {
        const FString actorName = actor->GetName();
        if(actorName.Contains("SplineActor")) {
            GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Cyan, actorName);
            splineActor = actor;
        }
    }
}

for ( TObjectIterator<USplineComponent> Itr; Itr; ++Itr ) {
    USplineComponent *component = *Itr;
    if (component->GetWorld() == GetWorld()) {
        GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Cyan, component->GetName());
        const FString componentName = component->GetName();
        bool result = movementPathSplineName.Equals(componentName);
        if(result) {
            aSplineComponent = component;
        }
    }
}

// and then, I set the new location:

FVector actorLocation = GetActorLocation();
splineActor->SetActorLocation(actorLocation,false);
aSplineComponent->SetWorldLocation(actorLocation,false);

Initially, setting the location had zero effect. Well, at least visually, nothing seemed to happen.
Turns out you have to remove the check within “Add Static Mesh Component” and effectively set manual attachment to automatic instead of manual.
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