If I have a blueprint with a spline component and drag it into the editor, I am free to add more spline points and manipulate them.
However, if I modify the spline in the construction editor first - e.g. by adding a single point, and then drag it into the editor, the spline is a pink colour and cannot be manipulated at all.
Is this deliberate behaviour / a limitation at the moment? Or am I doing something wrong.
I’ve just come accross this issue myself, though I am working with C++ and not Blueprints. The UE4 Editor only allows splines to be edited if they have either been edited before, or the points in the spline are the default points.
This line from SplineComponentVisualizer.cpp explains that:
I was able to make my Splines editable again by setting bSplineHasBeenEdited to true after adding my points. I am unsure if you can do that within a Blueprint, but hopefully that can help you.
You could write a very basic blueprint library function in c++ that took a spline component and set the boolean to true.
It does work and solved my issue!
I checked Override Construction Script on the Spline and that seems to make it editable again. I have one end that snaps to another object, and that was locking me out.