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Performance

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What the Construction Costs

What Cost
An entry in Line mode 1 InstancedStaticMeshComponent per unique material combination for that entry. Hundreds of instances — a few draw calls.
An entry in Curve mode 1 SplineMeshComponent per each segment. 500 segments = 500 components.
An actor entry 1 ChildActorComponent + 1 actor per position.

Component count is the main factor in editor rebuild time and in-game frame cost.

Tips

  • Line by default. Only enable Curve where the mesh actually needs to bend.
  • Fewer material combinations. Every new combination in Line mode is another component.
  • Large final constructions — merge. Merge to Static Mesh + Nanite is almost always a better result than thousands of live components.
  • Split long constructions across several actors. Rebuilding after each edit is faster, and clamping is more precise.
  • For shaping the layout, temporarily set Mode = Visible Only Spline — the spline can be moved without rebuilding the meshes.

Limits and Safeguards

  • If the step along the spline (mesh length + Spacing, in Curve accounting for Additional Scale X) is smaller than 0.01 cm, the entry isn't placed, and a warning is written to the log. This used to be able to hang the editor.
  • The same applies to the actor step Gap between Pivot Points being smaller than 0.01 cm (0 still means a single actor, as before).
  • No more than 1,000,000 elements are placed per entry; the rest are dropped with a warning.
  • Plugin messages are written to the LogSplineCraftFlow log category.

Lighting

  • Mobility = Static is needed for components to take part in static lighting bakes.
  • Rebuilding at game start recreates the components. If the project uses baked lighting, check the result in a packaged game or use Merge to Static Mesh.

See Also