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Actors Along the Spline

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The Actors array on the actor places full-fledged actors of any class along the spline: lamps with logic, signs, triggers, Blueprint actors with effects. Each entry (FSPSplineActorConfig) is a row of actors of one class with a uniform step.

Parameters

Parameter Purpose
Design Notes a free-form note.
Actor Class the actor class. An entry with no class is ignored.
Gap between Pivot Points the step between actors along the spline, cm. Actors are placed at distances 0, step, 2 × step … up to and including the end of the spline. 0 — a single actor at the start of the spline.
Offset Transform offset, rotation, and scale of the actors. Translation X — offset along the spline (not past the spline's ends), Y — to the right, Z — upward. Rotation is added to the spline's rotation in the actor's local axes.
Scale Multiplier a multiplier on top of the scale from Offset Transform.
Twist Amount twist: number of full roll turns around the spline over its whole length.
Vertical Align keep actors vertical: the spline's tilt and roll and Offset Transform's rotation are ignored, only the direction remains.
Hidden Ranges sections where actors aren't created — see section 05.

How It Works

  • Each actor is created via a ChildActorComponent attached to the spline. Components have stable names ChildActor_<entry number>_<actor number>.
  • Actors exist both in the editor and in the game; they're visible in the viewport right away.
  • On every rebuild the actors are recreated. Don't edit them by hand in the scene — the changes will be lost. Configure the class's Blueprint or the entry's parameters instead.
  • Y and Z offsets are computed relative to the spline's horizontal direction and the actor's Z axis.
  • Visible Only Spline mode disables actors too.

Merging

Merge to Static Mesh adds the child actors' static meshes (StaticMeshComponents) to the result. Logic, lights, and other actor components don't take part in the merge — see section 10.

See Also