I’ve encountered an issue with spline components in the 4.8 preview. Spline components can only be edited in the level viewport when added into a blueprint. Spline components added in a C++ class or to an empty actor can not be edited in the level viewport.
Place an empty actor in viewport
Add a spline component using add component
Try to click on the spline handles in the viewport, you can’t!
Save the empty actor with the spline as a new blueprint using add blueprint/script
Ok I’ve worked out the source of this problem. In SplineComponentVisualizer.cpp on line 287 in VisProxyHandleClick you have the line:
if(SplineCompPropName != NAME_None)
So if you add a spline to an empty actor it’s not getting a name meaning it skips most of this function. The same thing can happen in C++ if you neglect to to give the component a name.
I’m not an expert in the engine in this regard but I don’t see the significance of the component being named in this situation. Would there be any likely consequences to just changing this to see if the component is valid?