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
LogSplineCraftFlowlog category.
Lighting¶
- Mobility =
Staticis 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.