Spline Point Type Default Setting

I’m looking to change the default spline points “Type” from curve to linear in the BP editor. Anyone know how I can do this? Is this setting found in an .ini file?

I don’t want to do it in the construction script because I want the spline to remain dynamic/editable in the editor.

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I’m not sure about the ini files, but you can right-click on one of the spline points from your editor (or blueprint viewport if you want it to be applied to all actors you add to the level), select the option “Select All Spline Points”, and then set the Type to Linear. That should do the trick.

Thanks Stormrage256. That is helpful for individual splines. What I’m hoping to accomplish is changing the default spline point type for the entire UE4 app. For example, say I create a spline containing 10 points. I do as you say and set them all points as “linear”. But as soon as I alt-drag to add another point, the 11th point is created as “curve”. And every point created beyond that (12, 13, etc) are also “curve” point types.

I’m hoping to change that default setting at the application level, so that any/all splines I create default to “linear” point types.

If you want to change the default attributes of a spline component, then it seems like the only way would be to do so would be in C++. But you can easily create your own custom spline actor in blueprints and set its spline point type to Linear inside the blueprint. That works for me even while alt-dragging. You can then use the actor anytime you want to draw out a linear spline.

For example, in the above screenshot, I selected the first two spline points (which are created automatically when you add a spline component to the blueprint), and set its type to Linear. All of the remaining points were created using alt-drag and ended up being linear as well.

Awesome! That did the trick, thanks Stormrage. I had been starting my blueprint with a spline that contained several points, converting those points to linear, then trying to add more points. It seems that converting the two points on a new spline first, then Alt-dragging, works most of the time. Some new points are curved when I Alt-drag, but after playing around with it for a while, the best I can tell is that if I let go of the Alt key after I drag each point, then reselect it to drag the next, the new point remains linear.

As for the default UE4 setting… I’ll have to let that go. I don’t know C++. But your solution accomplishes what I was looking for in blueprint, so I can deal with changing the first two points from Curve to Linear before proceeding with the spline.

I appreciate the help!

I also realized this- I had Closed Loop on. When that box is enabled, every new point I create is curved. Unfortunate. But if I disable that box, then Alt-drag points, and Close Loop when I’m finished, the whole spline remains linear. So any edits I make to the spline will be preceded with unchecking the Closed Loop box first.

Happy to help! Though I wasn’t aware of the issue with Closed Loops. The whole issue would have been a lot easier if we could create a custom blueprint component derived off of the Spline Component class. Then it would just be a matter of setting the type to Linear and then using this new component instead. The Widget Component does support a similar feature thus making it easy to create your own custom widget components.