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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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| FAutoConsoleVariableRef UE::SplineComponent::CVarFailedValidationEnsures(TEXT("SplineComponent.FailedValidationEnsures"), GFailedValidationEnsures,) | ( | TEXT("SplineComponent.FailedValidationEnsures") | , |
| GFailedValidationEnsures | |||
| ) |
| FAutoConsoleVariableRef UE::SplineComponent::CVarForceLastAuthority(TEXT("SplineComponent.ForceLastAuthority"), GForceLastAuthority,) | ( | TEXT("SplineComponent.ForceLastAuthority") | , |
| GForceLastAuthority | |||
| ) |
| FAutoConsoleVariableRef UE::SplineComponent::CVarIgnoreCurveClampedPointTangentsForValidation(TEXT("SplineComponent.IgnoreCurveClampedPointTangentsForValidation"), GIgnoreCurveClampedPointTangentsForValidation,) | ( | TEXT("SplineComponent.IgnoreCurveClampedPointTangentsForValidation") | , |
| GIgnoreCurveClampedPointTangentsForValidation | |||
| ) |
| FAutoConsoleVariableRef UE::SplineComponent::CVarSynchronizeOnLoad(TEXT("SplineComponent.SynchronizeOnLoad"), GSynchronizeOnLoad,) | ( | TEXT("SplineComponent.SynchronizeOnLoad") | , |
| GSynchronizeOnLoad | |||
| ) |
| FAutoConsoleVariableRef UE::SplineComponent::CVarUseSplineCurves(TEXT("SplineComponent.UseSplineCurves"), GUseSplineCurves,) | ( | TEXT("SplineComponent.UseSplineCurves") | , |
| GUseSplineCurves | |||
| ) |
| FAutoConsoleVariableRef UE::SplineComponent::CVarValidateOnChange(TEXT("SplineComponent.ValidateOnChange"), GValidateOnChange,) | ( | TEXT("SplineComponent.ValidateOnChange") | , |
| GValidateOnChange | |||
| ) |
| FAutoConsoleVariableRef UE::SplineComponent::CVarValidateOnLoad(TEXT("SplineComponent.ValidateOnLoad"), GValidateOnLoad,) | ( | TEXT("SplineComponent.ValidateOnLoad") | , |
| GValidateOnLoad | |||
| ) |
| FAutoConsoleVariableRef UE::SplineComponent::CVarValidateOnSave(TEXT("SplineComponent.ValidateOnSave"), GValidateOnSave,) | ( | TEXT("SplineComponent.ValidateOnSave") | , |
| GValidateOnSave | |||
| ) |
| int UE::SplineComponent::GForceLastAuthority = 0 |
This option exists because the tangent computation code for CurveClamped points is just not consistent. I suspect the FSplineCurves logic has a bug, but this has not yet been confirmed. This is not a major concern because auto-tangents can be considered 'transient' data because, while they are serialized, they are overwritten when USplineComponent::UpdateSpline is invoked.