# Convert Spline Mesh Components to individual Static Mesh Actors

Hi,

I have a train track aligned with my spline. It works great, but the railroad is very long (100 km), requiring approximately 4000 pieces of train track mesh along the spline (each piece is 25 meters). This setup is extremely memory-intensive. Even with just 200 pieces, the memory usage starts to increase by several gigabytes (the train track mesh is quite polygon-heavy, but I need to maintain the details).

My question is: is there a way to convert Spline Mesh Components into individual Static Mesh Actors that can be placed in the level while retaining the spline curvature and LODs?

When I use the Merge Actors tool, I can convert the entire train track into one piece (retaining curvature and LODs), but I need to keep all parts separated (e.g. for Draw Distance setup). Converting each piece one by one is really not practical

I think this approach could work, but Iâ€™m open to other ideas.

Thank you.

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You can merge, as you did, then use the modelling tools split function to break them up again

The best thing would be to get them instances of a single actor, but I canâ€™t see a way of doing that hereâ€¦

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Split function will split everything into individual polygons (so every polygon becomes a Static Mesh Actor), so I would need to merge them again, which is a lot of work. However, you gave me an idea to explore Modeling Tools further, and I made progress, thanks for that.

Using â€śConvert Selection to Blueprint Classâ€ť and â€śHarvest Componentsâ€ť will create a duplicated BP Actor with a Spline, but with visible Spline Mesh Components inside the BP. Then, I used the â€śConvertâ€ť function in Modeling Tools, which converted every Spline Mesh Component to a Static Mesh Actor while keeping the spline curvature. This is basically what I need. The only problem is that it removed LODs.

Some screenshots in case someone wants to use this conversion.

Strange, I didnâ€™t have thatâ€¦

Well, getting closer