Also, you probably did miss something basic.
Add a construction even to the camera actor and tell it to snap to the spline point via code.
You can filter this by checking that a spline actor is valid. And you can clear or set the exposed variable in level when selecting the camera actor with a color picker tool so that the camera will either stay where it’s at, or automatically go the start of the spline whenever constructed.
Eliminating any issues regardless of how you move on the spline.
Also, re the code above…
Often camera rotation is uncoupled from a spline.
You should probably set the camera actor up so that it can point to a custom actor or something similar.
I have a function doing that (not the spline, the automated rotarion) in this tutorial series somewhere.
https://youtube.com/playlist?list=PL…_hjAe-6o4f38VT