Spline from a BP isn't rotated in the world partition like its parent Level Instance - UE5

The video attached strips this down to a basic demo of the problem:

Here is the complete node setup of the parent class used to create the data only BP in the example:

The splines rotate properly with their parent level instance when they are made, but then when the level is saved, closed, and then reopened, the splines are rotated to 0 according to the world partition they are in, and they stay that way. They will rotate with their parent LI, but they won’t return to proper alignment with it. You can open the LI up and commit it, or open it as a level and save it, but the problem remains.

Is something setup in the construction script?

Ah yes - I did not think of that. Here is a screen shot.

I see, what I was thinking was that the Add Spline Mesh Component node Relative Transform input is defaulting and persisting to force a specific state. Specifically because of the if loop. What happens if you change the relative transform input to something different, does that help in any way?

I could be way off with my guess here, but something similar has caused issues for me before.

Hmm… I sent a note to the author, because that isn’t a change I know how to do. I’m the artist who works with this, I have no real BP knowledge.

I poked at it and didn’t see a way to change that. Could you give me a tip on that?

There are these rules at the end, when it attaches it to its parent. They seem to cover this and be the proper setting. I could change that to see what happens.

image

Also I promoted the Relative Transform input to a variable, but now I don’t know how to change it to something else.

Changing the rotation rule under Attach Component to Component didn’t seem to change the behaviour at all. I compiled and saved and tested with a newly built LI, same behavior. So my hypothesis doesn’t pan out.