FaxLab3D - Spline Architect

Hello, there are cases where I’d like to spawn actors on floors/walls but it seems the post configuration doesn’t support actors. The main thing is placing “cover” info for the AI. I don’t want to do EQS when I know exactly where the windows were placed.

Also can you bake to a static mesh within a blueprint, instead of directly baking to the level?

It seems baking the mesh removes the mesh sockets, so I can’t use those to indicate windows to the AI.

Hi. Have you tried baking to “Components”? Spline Architect would place StaticMeshComponents, those should have Mesh Sockets on them.

It is not possible to bake into a Blueprint. But you could use “Merge Actors” and configure it to use StaticMesh components. This can output a Blueprint with StaticMesh components

Ah nice that works. I must have done something wrong when testing it yesterday.

Hi, thanks for the plugin, Spline Architect has been working great so far. Just a question regarding baking - I saw on the product description “One‑click bake converts all procedural meshes into StaticMeshComponents or HierarchicalInstancedStaticMeshs for rock‑solid performance”, but when I try to bake I get InstancedStaticMesh instead. How do I specify it to be HISM?

Hey, I might have mixed up ISM and HISM when I was writing that. So as of now its possible to bake ISM only. But I had been thinking about this actually being an option.
Right now I’m finishing up on an update that I aim to release in the coming days, so I’ll add an option to bake into HISM.
Sorry for the confusion. By the way, why do you prefer HISM over ISM, I’m curious. Thanks

Ah okay great! I want HISMs because I want per-instance LODs. I’ve read on the documentation that standard ISMs have per-instance LODs since 5.4, but I could never get it to work (I’d love to be informed if anyone knows). HISMs work perfectly for me with the same meshes that don’t work with ISMs, so yeah adding an option to bake into HISMs is awesome. Thank you!!

Hi everyone,

Update 4.4 is now live. This release focuses heavily on workflow efficiency, particularly for those of you managing larger scenes with many wall instances, along with some requested feature additions and stability fixes.

Here’s the rundown of what’s new:

New Features

DataTable Presets & Parameter Overrides You can now drive your wall definitions using DataTables. This allows you to update a single row in a DataTable and have that change propagate to every wall in your level using that preset.

Crucially, I’ve added Parameter Overrides. This means you can still use a global DataTable preset but “override” specific values (like height, offsets, or material parameters) on individual actors without breaking the link to the data table.

Wall Snapping Walls can now snap their Start and End points to existing walls (or any actor with a spline). You can configure the snap behavior to extend the spline or simply move the endpoint.
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HISM Baking Support Added support for baking walls into Hierarchical Instanced Static Meshes (HISM). This should help with performance on larger levels compared to standard component baking.

More Transform Randomization Added additional parameters to randomize mesh placement (Rotation and Scale) to allow more organic elements like paved roads or ruins.
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Post Alignment Improvements

  • Follow Spline Slope: Posts can now align their Z-axis to the spline direction (pitch), which is great for pipes or railings on steep slopes.
  • Start/End Facing: Added options to control facing direction for start/end posts (Inwards/Outwards).
    UnrealEditor_F7IH0PrsaQ

Tools & Workflow

  • Stacking Offsets: Added OffsetStackedBy. If you are stacking walls (e.g., a fence on top of a stone base) and the base has protruding geometry, you can now offset the upper wall automatically.
    image

  • Pivot Tool Updates: The Pivot Tool is now available in the main SplineArchitectUtilityWidget.

  • Bulk Parameters Changer: Added a tool to change Mobility/Bake Method for multiple walls in the level at once.


Bug Fixes

  • Corners: Fixed an issue where OverlapCorners wouldn’t apply correctly when combined with short meshes.
  • Custom Pieces: Fixed NumMeshes not working when using only Child Actor classes, and fixed color update issues on lock position.
  • Geometry: Fixed misalignment issues when combining Skew + Filler meshes.
  • Pivot Tool: Fixed rotation/translation order errors (X-axis rotation).
  • Presets: Default WallPreset now applies only when creating a new wall, preventing accidental overrides on existing actors.

:warning: Important Migration Notes

Please read before updating existing projects:

  1. Mobility Change: The RootComponent mobility for SplineArchitectWall (and CustomPieces) has been updated to support new features. Warning: If you have actors attached to a CustomPiece, this mobility change might cause them to detach or reset to the world origin upon loading. Please check your attachments after updating.
  2. Wall Height Reset: There is a known issue where walls baked with previous versions (that had OverrideHeight true and WallHeight at the default 250) might reset height to 0. I have included a fix for this, but keep an eye on older baked walls.

Thanks all for using and commenting plus Special thanks to @gnat for all the amazing input!

As always, let me know if you run into any issues or have idea about features you’d like to see in Spline Architect!

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Hey @FaxLab3D-

I have a few quick questions for you about spine architect.

  1. Does this work with World Partition?
  2. Are the buildings and such made with Spline Architect compatible with Chaos Destruction?
  3. How well does this work with interior spaces?

Just a user, but when the walls bake out to mesh instances, they should automatically be partitioned by World Partition.

(Also if you want to do this manually- you can leave one side of a spline wall blank to seamlessly connect it to another wall- but not required at all, and this has other fun uses)

It’s excellent for interiors or under any overlap you can think of. I’m using it multi-layered cut into a landscape, hah. There’s no dependency on open skies or anything like that.

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Hello,

  1. As @gnat said, Spline Architect actors should partition like any regular actors.
  2. I’m not familiar with how Chaos Destruction works, but Spline Architect can bake into regular StaticMesh components, maybe that would help.
  3. It works well with exterios and interiors alike, there’s a section in documentation about that.
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