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Static Meshes

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The Static Meshes array on the actor is a list of mesh "layers". Each entry (FSPMeshConfiguration) lays out one static mesh along the whole spline: the road surface, the left curb, the right curb, a rail, a pipe. Entries are independent: each has its own spacing, offsets, materials, randomization, and mode.

How a Mesh Fills the Spline

  • Mesh length — the size of its bounding box along the X axis. The mesh should be modeled along the X axis, with the pivot at its center.
  • Step along the spline = mesh length + Spacing. In Curve mode the length is multiplied by Additional Scale X.
  • Number of segments = spline length / step (rounded down) + 1. The last segment may go past the end of the spline — in that case it's clamped to the end.
  • Distance along the spline is measured in the actor's local units (see section 09).

Mesh Entry Parameters

Parameter Purpose
Design Notes a free-form note for the designer.
Static Mesh the mesh laid out along the spline. An entry with no mesh is ignored.
Mode Line or Curve for this entry. Only takes effect when the actor's Mode is Use Concrete Mode in Mesh Configuration. See section 04.
Spacing gap between neighboring meshes, cm. A negative value means overlap.
Vertical Align keep the mesh vertical (ignoring the spline's tilt and roll). Line mode only.
Additional Offset offset, cm: X — along the spline, Y — to the right, Z — upward.
Additional Scale additional scale. In Curve mode X also stretches the mesh along the spline (and the step).
Additional Rotation additional rotation. Line — all axes; Curve — Roll only (roll around the spline).
Twist Amount twist: number of full turns around the spline over its whole length. Curve mode only.
Receive Decals whether the meshes receive decals.
Materials / Apply Every Index material overrides — see Materials.
Materials Distance Ranges materials on spline sections — see Materials.
Hidden Ranges sections where meshes aren't created — see section 05.
Slot Materials material for a specific slot on given sections — see Materials.
Collision Enabled mesh collision mode (below).
Randomization Settings / Random Seed scale, offset, and rotation spread — see section 07.

Offsets

  • Line. The X offset moves the instance along the spline (by distance), Y and Z — from the point on the spline along its right and up directions. The Z offset is additionally multiplied by the spline point's scale (Z).
  • Curve. The X offset shifts the whole segment along the curve (the ends are recomputed on the curve, not extrapolated), Y and Z — in the plane perpendicular to the curve.

Collision

Mode Line (instances) Curve (spline meshes)
No Collision collision disabled, all channels — Ignore. all channels — Ignore.
Query Only / Physics Only / Query And Physics the collision profile comes from the mesh, the type from the parameter. all channels — Block, type from the parameter.

Static mesh collision depends on the simple collision configured on the mesh asset itself.

Build Order

  1. Mesh entries are processed top to bottom, segments — from the start of the spline.
  2. In Line mode, instances with the same (entry, materials) are collected into a single InstancedStaticMeshComponent.
  3. Generated components are attached to the SplineComponent and recreated on every rebuild. Components you added yourself (in a Blueprint subclass or on an actor instance) are left untouched.

See Also