How to use the V2 Spline Actor
This page covers how to use the features of the plugin in blueprints. The logic in C++ should be the same.
Making a spline blueprint
The plugin comes with a setup tool to quickly create spline blueprints. this guide walks you through that process.
Opening the creation tool:
Find the plugin content install directory, this should be under engine->plugins->Spline Toolkit or Plugins->Spline ToolKit if installed to your project, you need to show these folders if you cant find them, please see getting setup for that.
Once in the plugin content folder, find the Editor Tools folder and right click the EUW_SplineCreator asset and choose run editor utility widget.

This will open a window in the editor with the ability to create splines for different types.

Now find the type of spline you want to create through the menu, and fill out the details for it. some details such as spline mesh collision are already prefilled out, but you can change them to your liking, these can also be changed after creation so dont stress about finding perfect values here.
once you have the values you like, specify a output path in your project using the 3 dot button on the OutputPath variable, assing a created blueprint name like "BP_MySplineMesh" or whatever you prefer, and then click Create spline actor.
Now navigate to the folder you saved it to and you should see a new blueprint, if you dont check the output log for errors and contact us for support if needed.
How to adjust spline settings after creation:
Open your spline blueprint that the tool created and you should see several variables in the details panel, you can change these in the actor window or in your level editor.

Once you are happy with the values, click compile and save to ensure the values take effect.
Add the spline to your level and use it how you see fit, you can hold ALT and drag spline points to add more or move spline points by clicking on them and dragging them.
The main things you would likely need to adjust post creation is Ground offset, ground distance, and spawn seperation amount.
How to Update Splines at Runtime:
To update the spline at runtime, you can use the Update Spline Runtime node
Alternatively you can update a spline from anywhere using the Spline ToolKit Blueprint function library which has several functions. These functions are self explanatory per their name so I will not be going over each one however I will show you their required inputs.

Each spline node will take a world context object, which is usually "self" and the spline ID. The Spline ID is generated after dragging it into your level and clicking on its details panel, each spline will have a unique ID.


You can call these nodes from anywhere and have a spline be updated; you do not need to reference the spline directly. These work similarly to Event Dispatchers/Delegates.
How to deform the landscape to your spline:
The splines have a editor only feature that allows you to deform the landscape around the spline, to do this drag your spline into your level and scroll until you see Landscape Deformation section in the details panel, unreal seperated this into two parts one for the button and one for the values.
Once you have the values you like, ensure your landscape layer name matches EXACTLY to the name specified in the details panel.

Now just scroll up to the Deform Landscape to Spline button and click it once, if you do not like the results, press undo on your keyboard(CTRL+Z) and adjust the values again until you get your desired result.

That is it, you should now be able to make splines of various types, update them at runtime, and adjust their values to your liking. if you need support please join the discord server below.
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