UE: 5.5Unreal PCG Spline breaks on Z axis change

Video demonstration https://youtu.be/uV8RWF8uKNs
I’m having an issue with making a wall with PCG and splines. If I move one of the splines up or down in height, the entire spline breaks (in the video) I’m not exactly sure whey this is happening or what to do to solve it. I’m guessing it has to do with one of the setting some where.
The mesh is 100 x 20 x 400 and changing the size on the Z transform doesn’t do anything.

Hard to be sure without seeing the graph, but this behavior (everything collapses when one spline point’s Z changes) usually comes from how the wall is generated, not the mesh. Things to try:

  1. On the Spline Sampler node, check the Dimension mode. For a wall you want “On Spline” (not “On Horizontal”/“On Interior”). Horizontal/interior modes sample in 2D and flatten Z.
  2. Subdivision: use “Distance” subdivision with the spacing set to your mesh length (100), and enable “Align to Tangent”/keep the rotation from the spline. If you spawn on “Subdivision per Segment” with a fixed count, a spline that gets longer/steeper shifts the instances.
  3. Don’t derive scale from the Z axis. If you want the wall to rise with the spline, you need the mesh instance’s rotation to follow the spline tangent (Pitch included), not just the yaw. The Transform Points node can be used to set an explicit rotation/scale from the Up/Forward attributes.
  4. If you are using a Spline Sampler on a Spline Component that’s also snapping to landscape, a Projection/Project to Surface step later in the graph will clamp Z. Check for a “Surface Sampler” / “Project Points” that runs after the spline sampler.
  5. Click the Spline Sampler in the PCG graph and use the Debug icon on each node (the eye/D toggle) to see where in the chain the points go wrong.

If you can post a screenshot of the PCG graph (Spline Sampler settings and everything after it), someone can pin it down.

Hey there thanks for the reply In terms of things to try…

  1. In my video I posted it shows my spline sampler it shows it is set to on spline.
  2. How do I do this? is this in the spline sampler node? I have mode set to distance.
  3. From my video, isnt the mesh already rotating? What do I need to do to get your described results?
    4.Im not using anything to snap the component to a landscape
  4. Debugging it looks fine from what I can tell. Just at the corners it looks a little detached.