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How Does It Work?


Principle of Operation

Description Example
Spline Architect allows creating walls and buildings by arranging modular meshes along a spline. Meshes at corners are generated dynamically and can be either straight or curved. img
Floor meshes are also generated dynamically and uniquely for each SplineArchitectWall. img
Generation occurs in the SplineArchitectWall actor, inside the OnConstruct() function. This happens every time the actor is loaded unless the structure is baked. img
When baked, all “one-time” meshes are converted into regular StaticMesh components, and the actor no longer executes any logic when loading. img
Baked components can be modified manually, and changes will persist until the SplineArchitectWall is baked again. img
During baking, StaticMesh assets for corners and floors are created. These meshes are saved with consistent naming and reused across different structures whenever possible. img

Important Details

Description Example
Spline Architect expects your modular meshes to be configured as follows:
- Their length is aligned along the X axis
- Pivot point is centered on X and Y axes and at floor level on Z axis
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All SplineArchitectWall actors must be baked before packaging the game; otherwise, meshes will not appear in the packaged game. img