USplineComponent::GetInputKeyAtDistanceAlongSpline is wrong

Hey ,

Can you explain to me if this is a actual bug with the Unreal Engine, as in it is either breaking a portion of, as in a crash or assert?

I don’t fully understand what it is you are trying to describe.

Please break this down and explain it more:

If I understand it well the second function shows that this TimeMultiplier thing should not be there at all. Distance → SplineInputKey conversion can be done via SplineCurves.ReparamTable.Eval(Distance, 0.0f). Sad thing that it is not possible from outside.