I was planning on using this approach in terms of following a spline:
However, in the above example, the splines are pre-made. I obviously require them to be generated at run-time which is why I set out to make a function that generates them first as points in space and then the idea was to convert the array into spline points.
In such a case I would say that the arc is not only to ensure the vessel doesn’t fly sideways (a problem with the characterMovement component), but also to guide it quite narrowly to face the direction of the spline path. The AI Pawn would essentially never go anywhere until it has a spline path provided with a valid destination. Whether that spline path is arcing or not, depends entirely on the amount of rotation required when generating the points as exemplified by your own method.
EDIT: Could you share how you made your method work, it only shows the construction script. Perhaps I can use that to get to what I need.