Unselectable, unremovable landscape splines

Hello. I have problem with my landscape splines. I tried to remove one of them, but the mesh seems to stuck, and there is no way to remove it. I removed spline, but the mesh was still there, so I was thinking that I must reload map, reopen Unreal Engine or something. But the mesh is still there, and there is no way to select it. Is there any way to remove
them?

Hi try to close the project and delete Save and intermediate folder also I’m not sure if the spline is still visible/listed in the world outliner you could select it there and remove it.

Hope that solves the issue.

Landscape splines are not listed in the world outliner, and unfortunately removing save and intermeditate folders also did not work. The mesh is still there.

Hello,

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Thanks

I realise this is an old post. But I had the same issue lately and found a solution.

If you resize the terrain using resample instead of expand. Make it the same resolution, and number of components etc. The un-selectable landscape spline gets removed entirely.

Also coming in with a late solution, but I ran into this issue when I had an old landscape spline I deleted. The “LandscapeSplineMeshesActor” remained for all portions of the spline and none of the above workarounds fixed the issue. It’s tedious, but I solved it by pinning each SplineMeshesActor one by one and copying the file path, then opening up the file location in the OS. Once I located all of them, I closed unreal, deleted them, and then the ghost splines stopped showing up ingame and in the outliner.

For the LandscapeSplineMeshesActors that had multiple splines merged into them, some of which I wanted to keep, instead of the above procedure I went through each individual “SplineMeshComponent” under the details tab and deleted the ones related to the landscape spline I removed.

I have been running into this issue for the past couple weeks now. The above fix does work (thank you!) but is not viable for production.

This does feel like a bug. These meshes appear to getting saved as World Partition actors when they should remain dynamic to the Landscape Spline. I think.

I thought maybe they were HLOD’s but deleting/ rebuilding HLOD’s did not affect them. Nor did rebuilding Lanndscapes, Spline Mesh actors or anything else. Below is a picture of the road in the editor:

And this is the “ghost” in PIE:

These guys are showing up on a lot of roads across a large WP landscape (16132x16132)
Hunting down the mesh on disk and deleting does work but is just not practical for a full scale production.

If you need to just delete all of them and regenerate them in situations where you have thousands or tens of thousands of spline mesh actors, and you don’t need to leave some of them in place, you can simply select all of the spline mesh actors in the outliner and use the “copy selected actor(s) file path” option to copy the paths of everything into your clipboard. From there you can paste them into a text editor and use find and replace to quickly format all the file names for a batch file /del operation. It’s more-destructive and it’ll require you to rebuild all the splines afterwards, but it’s the fastest way to clear out bad splines if you’re working with a very large world.