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How does it work?


Operating principle

Description Example
Spline Architect allows you to create walls and buildings by placing modular meshes along a spline. Corner meshes are generated dynamically, and they can be straight or curved. img
Floor meshes are also generated dynamically and uniquely for each SplineArchitectWall. img
Generation happens inside the SplineArchitectWall actor, in the OnConstruct() function. The generation runs every time it is loaded, unless the structure has been baked. img
Once SplineArchitectWall is baked, all the “one-time” meshes are converted into regular StaticMesh components, and the actor no longer executes any logic when loading. img
Baked components can still be modified, and changes will remain until the SplineArchitectWall is baked again. img
During baking, StaticMesh assets are also created for corners and floors. The meshes are saved with clean names and, where possible, reused in other structures. img

Important nuances

Description Example
Spline Architect expects your modular meshes to be set up like this:
- Their length aligned along the X axis
- Pivot point centered on X and Y axes, and placed at the floor on the Z axis.
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All SplineArchitectWall actors must be baked before packaging the game, otherwise meshes will not exist in the game.
More about baking
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