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USplineComponent::AddSplinePoint

function Engine Blueprint Since 4.0
#include "Components/SplineComponent.h"
Access: public Specifiers: UFUNCTIONBlueprintCallable

Description

Appends a new point at the end of the spline. The point's tangents are computed automatically to maintain a smooth curve.

Signature

ENGINE_API void AddSplinePoint(const FVector& Position, ESplineCoordinateSpace::Type CoordinateSpace, bool bUpdateSpline = true)

Parameters

Name Type Description Default
Position const FVector& The position of the new spline point.
CoordinateSpace ESplineCoordinateSpace::Type Whether Position is in world space or local space.
bUpdateSpline bool If true, rebuilds the spline immediately after adding the point. true

Return Type

void

Caveats & Gotchas

  • Passing bUpdateSpline=true on every call when adding many points is expensive. Pass false and call UpdateSpline() manually once after the loop.
  • Points are appended to the end — use AddSplinePointAtIndex to insert at a specific position.
  • Tangent generation is automatic (Linear or Curve depending on SplineType). To set custom tangents, use SetTangentAtSplinePoint after adding the point.

Example

Build a spline from an array of positions C++
SplineComponent->ClearSplinePoints(false);
for (const FVector& Pos : PathPoints)
{
    SplineComponent->AddSplinePoint(Pos, ESplineCoordinateSpace::World, false);
}
SplineComponent->UpdateSpline();

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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