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Quick Start

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This section walks you from installing the plugin to your first generated construction in the scene.

Installation

From Fab / Epic Games Launcher. Find SplineCraft Flow in your library, click Install to Engine and choose engine version 5.8. The plugin installs into the engine folder.

Manually. Copy the SplineCraftFlow folder into <Project>/Plugins/ (create Plugins if it doesn't exist). This way the plugin lives inside the project and travels with it in version control.

Enabling the Plugin

  1. Edit → Plugins.
  2. Search for SplineCraft Flow.
  3. Check Enabled.
  4. Restart the editor when prompted.

To see the plugin content in the Content Browser, enable Settings → Show Plugin Content.

First Construction in 5 Steps

  1. Place an actor. Drag BP_SplineCraftFlowActor onto the scene (Plugins → SplineCraft Flow Content → Blueprint) or the Spline Craft Flow Actor class from the Place Actors panel. The actor has a DefaultSceneRoot root and a SplineComponent with two points.
  2. Set the spline shape. Select the actor and move the spline points in the viewport (Alt-drag adds a point). For a ready-made shape, open the Spline Geometry editor mode, add, for example, the Ellipse modifier, review the preview, and click Apply. Details — Spline and Placement Strategies.
  3. Add a mesh. In the Static Meshes array click +, expand the entry, and assign a Static Mesh. The meshes lay out along the entire spline.
  4. Choose a mode. The actor's Mode field: Line — straight instances (fastest), Curve — meshes bend along the curve, Use Concrete Mode in Mesh Configuration — each entry decides for itself via its own Mode field. Details — Line and Curve Modes.
  5. Tune the look. Spacing, Additional Offset, Additional Scale, materials, randomization, actors along the spline — see sections 03–08.

What to Know Right Away

  • The geometry rebuilds itself after every property change in the editor (OnConstruction) and at game start (BeginPlay). There's nothing to "apply."
  • Spline Geometry works as a modifier stack. The order of steps affects the result; the preview doesn't change the actual spline until you click Apply.
  • A closed spline is enabled with the Loop checkbox on the actor (not on the spline component — the actor overwrites that flag on every rebuild).
  • Actor rotation and scale don't change the layout relative to the actor — the construction rotates and scales as a whole. Details — section 09.
  • For large final constructions — Merge to Static Mesh.
  • To reuse a tuned style — SplineCraft Flow Preset.

What's Next