Focused reference · Unreal Engine 5.8

Troubleshooting

unreal-splines/references/troubleshooting.md
SymptomLikely causeAction
Actor speeds up and slows downSampling by input key or normalized parameterAdvance and sample by distance along spline
Objects bunch on curvesSampling control-point intervals rather than arc lengthUse spline length and distance queries
Mesh is sidewaysWrong source-mesh length axis / Forward AxisIdentify source mesh longitudinal axis and match it
Mesh twists or flipsInconsistent up vector, roll, or extreme tangent changeSet a stable up-vector convention; inspect point roll and tangents; add points at controlled bends
Visible kink at segment boundaryTangents or segment scale do not matchUse spline-provided tangents at both ends; keep adjacent scale/roll continuous
Severe stretchingSegment is too long for source mesh or tangent magnitude is extremeIncrease segment count or author a longer/denser source mesh
Last fence gap is wrongFixed spacing without fitting total lengthRecompute actual spacing from rounded interval count
Generated objects duplicate when editingConstruction Script is appending without cleanupDestroy/clear generated components or instances before rebuilding
Editor becomes slow while dragging pointsHeavy Construction Script, collision rebuild, or too many componentsDebounce/bake generation; disable unneeded collision; use ISM/HISM or PCG
Runtime mutation does not update queriesSpline changed without final updateBatch mutations and call the spline update once
Collision does not match deformationCollision disabled, stale, or expensive dynamic updateConfirm collision settings; rebuild only after geometry changes; test cooked behavior
Closed-loop seam popsMissing last-to-first segment or discontinuous roll/tangentGenerate closing segment and align seam properties
Camera looks unstableTangent rotation is not the desired framingSeparate position rail from look target; smooth look rotation independently
Patrol agent hits obstaclesSpline is not obstacle-aware navigationSample spline goals and move via NavMesh/path following
Network clients disagreeEach client mutates path independentlyMake spline/path state authoritative and replicate deterministic inputs or results

Verification checklist

  • Draw/debug the spline and inspect point order.
  • Print spline length and sampled distance.
  • Test distance 0, length / 2, and length.
  • Test shortest and tightest segments.
  • Test reverse and loop boundaries.
  • Test editor reconstruction after moving, duplicating, and undoing the actor.
  • Test collision in standalone and packaged builds.
  • Profile component count, collision, Construction Script time, and runtime updates.