Blueprint Spline Component Property Reference

This page contains a reference listing of properties available on Blueprint Spline Components. The properties displayed will be slightly different if the Blueprint Spline Component is selected in the Blueprint Editor, is a Root Component, or if the component is selected in the Level Editor.

Properties

Transform

Property

Description

Location

The location of the Actor or Component in World Space or Relative to its parent.

Rotation

The rotation of the Actor or Component in World Space or Relative to its parent.

Scale

The Scale of the Actor or Component in World Space or Relative to its parent.

Sockets

Property

Description

Parent Socket

When this component is the Child of a Skeletal Mesh Component (or Static Mesh Component with a Socket), you can specify a Socket or Joint to attach this component to.

Spline

Property

Description

Duration

Specifies the duration of the spline in seconds.

Override Construction Script

Whether the spline has been edited from its default by the spline component visualizer.

Input Spline Points to Construction Script

Whether the spline points should be passed to the User Construction Script so they can be further manipulated by it. If false, they will not be visible to it, and it will not be able to influence the per-instance positions set in the editor.

Draw Debug

If true, the spline will be rendered if the Splines showflag is set.

Closed Loop

Whether the spline is to be considered as a closed loop. Use [API:USplineComponent::SetClosedLoop] to set this property, and [API:USplineComponent::IsClosedLoop] to read it.

Default Up Vector

Default up vector in local space to be used when calculating transforms along the spline.

Advanced

Property

Description

Reparam Steps Per Segment

Number of steps per spline segment to place in the reparameterization table.

Stationary Endpoints

Whether the endpoints of the spline are considered stationary when traversing the spline at non-constant velocity. Essentially this sets the endpoints' tangents to zero vectors.

Editor

Property

Description

Editor Unselected Spline Segment Color

Color of an unselected spline component segment in the editor.

Editor Selected Spline Segment Color

Color of a selected spline component segment in the editor.

Should Visualize Scale

Whether or not scale visualization should be displayed in the editor.

Scale Visualization Width

Width of the spline when scale visualization is enabled in the editor.

Selected Points

Property

Description

Input Key

This is the index of the selected Curve Point on the curve.

Position

This is the location of the selected Curve Point in local space.

Arrive Tangent

This is the vector that defines the tangent of the curve as it approaches the selected Curve Point.

Leave Tangent

This is the vector that defines the tangent of the curve as it departs the selected Curve Point.

Rotation

Rotation can be applied to a Curve Point to modify its tangents. This value is applied separately from the tangents, so both can be modified to create the desired results.

Scale

Scale can be applied to a Curve Point to modify its tangents. This value is applied separately from the tangents, so both can be modified to create the desired results.

Type

Tags

Property

Description

Component Tags

Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.

Activation

Property

Description

Auto Activate

Whether the component is activated at creation or must be explicitly activated.

Events

Property

Description

On Component Hit

Event called when a component hits (or is hit by) something solid. This could happen due to things like Character movement, using Set Location with 'sweep' enabled, or physics simulation. For events when objects overlap (e.g. walking into a trigger) see the 'Overlap' event.

On Component Begin Overlap

Event called when something starts to overlaps this component, for example a player walking into a trigger. For events when objects have a blocking collision, for example a player hitting a wall, see 'Hit' events.

On Component End Overlap

Event called when something stops overlapping this component.

On Component Wake

Event called when the underlying physics objects is woken up.

On Component Sleep

Event called when the underlying physics objects is put to sleep.

On Begin Cursor Over

Event called when the mouse cursor is moved over this component and mouse over events are enabled in the player controller.

On End Cursor Over

Event called when the mouse cursor is moved off this component and mouse over events are enabled in the player controller.

On Clicked

Event called when the left mouse button is clicked while the mouse is over this component and click events are enabled in the player controller.

On Released

Event called when the left mouse button is released while the mouse is over this component click events are enabled in the player controller.

On Input Touch Begin

Event called when a touch input is received over this component when touch events are enabled in the player controller.

On Input Touch End

Event called when a touch input is released over this component when touch events are enabled in the player controller.

On Input Touch Enter

Event called when a finger is moved over this component when touch over events are enabled in the player controller.

On Input Touch Leave

Event called when a finger is moved off this component when touch over events are enabled in the player controller.

Physics Volume Changed

Delegate that will be called when PhysicsVolume has been changed.