I have implemented creating/placing splines (with spline mesh components) during game play (mouse clicks/touches), but I can’t seem to select them after they are placed in order to further modify them (move points around, add more points, etc.). The approach of getting and breaking a hit result to get the actor hit that I use for single mesh objects doesn’t seem to work. In both cases, the (spline and individual mesh) classes derive from actor.
Any suggestions for how to select a spline at runtime? Am I missing some collision (or other) setting that prevents the hit result from reporting the spline? My current thinking is to brute-force checks against all splines on each mouse click/touch when not in “placement” mode, but I’m hoping there is an easier/built in method.