Splines within BP Actors

Having a slight issue which I’m hoping someone else has had and knows a solution to.

I’m using splines to build a cave system generator. I have an actor which holds a spline and then, based on the length of the spline, adds in multiple spline meshes to create a single path. All works great.

Now I want to add forks into the generation so I started from the same point and created an actor with my forking mesh in and then tried to add and move a spline to start where the “hole” in the fork is.

My problem is that the first mesh added to the spline always wants to rotate/turn towards 0,0,0 rather than basing the first spline point as the start of the spline.

I’ve tried moving the spline component itself and moving the spline points separately but no matter what I move, the rotation always stays.

Has anyone got any advice on this? Can provide pictures if the explanation is confusing.

Thanks

Here’s a video of me manipulating the spline (both the component and the initial spline point) to show what the issue I’m having is. Hopefully you can see how the open end of the spline mesh always rotates towards the center point of the BP Actor rather than anything associated with the spline component itself.