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Spline Movement Documentation
dexied edited this page Jul 21, 2026
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Welcome to the Spline Movement wiki!
You can install the plugin in two ways:
- From the
EpicGames Launcher, find and install theSplineMovementplugin for the desired engine version, then enable it in your project!
- If you purchased the plugin elsewhere, simply add it to the project folder. The plugin path will look like this:
YourProjectName/Plugins/SplineMovement
Let's look at an example of moving a component along a spline!
- Create a new Actor Blueprint
- Open this blueprint and add a spline component to it
- Also, add any component that we'll be moving along the spline. As an example, I'll add a cube!
- Now on the
BeginPlayEvent call theMoveComponentAlongSplinefunction. Also specify MoveSpeed and other settings!
- Drag your Actor Blueprint into the scene and press Play. The cube should begin moving along the spline.
- Everything works, our cube moves along a spline.
There are currently three functions available: MoveComponentAlongSpline, MoveActorAlongSpline, MoveActorAndComponentAlongSpline.
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InSplineComponent- The spline component along which the InSceneComponent or InActor will move. -
InSceneComponentorInActor- The component or Actor that will move along the InSplineComponent. -
InRelativeOffset- Component or Actor offset from spline. -
InRotationMode- Rotation mode of a component or actor relative to a spline. Currently, two options are available: Fixed and SplineRotation. If Fixed is selected, the component or actor will use InRotation as its rotation. If SplineRotation is selected, the spline rotation will be used, but you can also use InRotation as an additional rotation relative to the spline rotation. -
InRotation- Used in conjunction with InRotationMode. -
InMoveSpeed- The speed of movement of a component or Actor along a spline. -
InStartPosition- Starting position on the spline!
You can change the speed and other settings in Runtime. Search for the SplineMovement category, there you will have full access to the variables
You can also stop the spline movement early by calling Deactivate function.
Whenever possible, store an object in a variable and destroy it at EndPlay to avoid various problems! This isn't required, but I recommend doing it for safety!