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.
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.
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.
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.