Wrong rotation Procedural Content with Blueprints


I’m following the official unreal course (Procedural Content with Blueprints) but the mesh created does not follow the spline, the rotation is wrong.

This is my construction script :

I’m calculating the distance between two points in the spline


then I divide the vector length of these 2 points by the size of my mesh (Wall_400x400), floor function, and another loop


Finally I get the Location and the Tangent along the spline and add an instance of a static mesh.

The location gives me the vector and I get the rotation from the Tangent vector (RotationFromXVector)


My problem is that the static mesh is not correctly following the Spline, it has like a 90 degrees rotations which I don’t know why.

Thank you