Spline Method?

Anybody know what method UE uses to create it’s Bezier Splines?

  • Quadratic
  • Cubic

etc?

I believe it is cubic, but I’m not 100% on that. When creating curves, the smoothing is cubic, so I’d assume the splines are similar but that is purely my conjecture.

Cubic Hermite, see FMath::CubicInterp, which does:

P0 * A + P1 * B + P0Tangent * C + P1Tangent * D

A = 2t^3 - 3t^2 + 1
B = -2t^3 + 3t^2
C = t^3 - 2t^2 + t
D = t^3 - t^2

Cheers,
Michael Noland

Ace, thanks Michael :slight_smile:

Didn’t know it was part of the FMath library either… that’s gonna be useful.