Trying to create an arch for throwing objects using predict projectile path

I solved this issue, I was passing the wrong order of parameter values and using KeepRelativeTransform instead of KeepWorldTransform.

I was doing:
SplineMeshComp->AttachToComponent(TrajectorySpline, FAttachmentTransformRules::KeepRelativeTransform);
SplineMeshComp->SetStartAndEnd(StartLocation, EndLocationLerp, StartTangent, EndTangentLerp);

and the correct way is:

SplineMeshComp->AttachToComponent(TrajectorySpline, FAttachmentTransformRules::KeepWorldTransform);

SplineMeshComp->SetStartAndEnd(StartLocation, StartTangent, EndLocationLerp, EndTangentLerp);

However now I have a different issue, the material that I am applying to the SplineMeshComp does not show the material color. I checked and the material is there because if I use different materials for instance one with blend mode opaque or one with translucent I can see the difference. But no matter what I still do not see the color, it shows the default unreal no material, like this:

Does anyone know what could be causing this?

EDIT: Solved it, the issue was I had to check in the material under Usage the option of “Used with Spline Meshes”