Hi. I’m trying to position objects along a spline that is a child of an actor.
Transformations (location, rotation, scale) that are made to the actor or scene root are applied to objects attached to the spline using ‘Get Transform At Spline Point’.
Transformations made to the spline itself are reflected in the visible spline in the editor, however the objects created at the spline points are generated at the original spline location.
My need is to have meshes within the object that are at the original object transformation, and to have the spline rotated independently of them.
Are there any options that might get around this without having to use the parent transform?
Here’s the construction script and a video showing the problem
Click for video showing problem