Spline mesh components - set start/end position in world space

Is there a way i can set the start/end position and tangent in world space because the current


SplineMeshComponent->SetStartAndEnd(StartPosition, StartTangent, EndPosition, EndTangent)

is in local space. If there isn’t a way to set world start and end directly then is there a way to convert world space
to local space?

Something like this might help

FVector tmpVect = ObjWeWantTotransform->GetComponentLocation();

tmpVect = SplineComponentToConvertIntoLocalSpaceTo->GetComponentTransform().InverseTransformPosition(tmpVect);

of course as you probably already have the world space you don’t need the first line of code.

Hope it helps,

.