Better off using AddSplinePoint

I think the update spline is needlessly complicated … if using addsplinepoint it is rather easy:

void AVRCHAR::UpdateSplinePath(const TArray<FVector>& path)
{
	TeleportSpline->ClearSplinePoints();
	for (FVector vec : path)
	{
		TeleportSpline->AddSplinePoint(vec, ESplineCoordinateSpace::World, false);
	}
	TeleportSpline->UpdateSpline();
}
1 Like

Thanks for sharing. This is a nice solution

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