I have found in other [post ][1] that:
To allow editing of Splines created in c++ you need to do 2 things.
In SplineComponent.h change the line
UPROPERTY(VisibleAnywhere, Category = Spline)
bool bSplineHasBeenEdited;
to…
UPROPERTY(EditAnywhere, Category = Spline, meta = (DisplayName = "Override Construction Script"))
bool bSplineHasBeenEdited;
Once you have added the spline points in c++ you manually set the variable like
MySplineComp->bSplineHasBeenEdited = true;
I got this [link text][2] and after reading it I have write simple function which set bSplineHasBeenEdited
UFUNCTION(BlueprintCallable, Category = "SplineEdit")
static void setSplineHasBeenEdited(USplineComponent *spline,bool val)
{
spline->bSplineHasBeenEdited = val;
}
UFUNCTION(BlueprintCallable, Category = "SplineEdit")
static bool getSplineHasBeenEdited(USplineComponent *spline)
{
return spline->bSplineHasBeenEdited;
}
But It doesn’t work.
All I want to achieve that i can programmatically add points to Spline and move them within editor, and add points in Editor normal as Spline works.