# SplineNavModifier is offset from the containing actor

**URL:** <https://forums.unrealengine.com/t/splinenavmodifier-is-offset-from-the-containing-actor/2657982>\
**Category:** Blueprint\
**Tags:** unreal-engine, navmesh, question\
**Created:** [September 18, 2025, 4:56pm UTC](https://forums.unrealengine.com/t/splinenavmodifier-is-offset-from-the-containing-actor/2657982 "2025-09-18T16:56:14Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![LatteTheDev](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@LatteTheDev](https://forums.unrealengine.com/u/LatteTheDev)\
**Post date:** [September 18, 2025, 4:56pm UTC](https://forums.unrealengine.com/t/splinenavmodifier-is-offset-from-the-containing-actor/2657982/1 "2025-09-18T16:56:14Z")

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I am trying to use a spline to modify the navmesh. I came across the SplineNavModifier component and added it to a new actor in a brand new project. It seems the actual resulting modifier area (blue lines) is offset from the spline itself based on the containing actors world location. It also appears if I bring the actor too far from the world origin it no longer works at all. Is this component bugged or is there something I may be doing wrong?

 ![2025-09-18 12_32_02-Window](https://d3kjluh73b9h9o.cloudfront.net/original/4X/7/3/3/733a25fa43607bb3968d80d388a8c86fc5660c33.jpeg)

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**Author:** ![Featuriing](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/featuriing/32/1135409_2.png) [@Featuriing](https://forums.unrealengine.com/u/Featuriing)\
**Post date:** [December 16, 2025, 3:43pm UTC](https://forums.unrealengine.com/t/splinenavmodifier-is-offset-from-the-containing-actor/2657982/2 "2025-12-16T15:43:09Z")

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This is a bug in the engine. Planned to be fixed in 5.8

In case you have a source build of the engine, then check line 105 of [SplineNavModifierComponent.cpp](https://github.com/EpicGames/UnrealEngine/blob/684b4c133ed87e8050d1fdaa287242f0fe2c1153/Engine/Source/Runtime/NavigationSystem/Private/SplineNavModifierComponent.cpp#L105)

Currently the AreaNavModifier is assembled there using the spline component’s transform - which in the end leads to transforms being applied twice. Instead just pass `FTransform::Identity` into there and the offset is gone 👍

```cpp
FAreaNavModifier NavModifier(Tube, ENavigationCoordSystem::Type::Unreal, FTransform::Identity, AreaClass);

```
