Generation Style Presets¶
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USplineCraftFlowPreset is a Data Asset holding a reusable SplineCraft Flow generation style. One preset
can be applied to many actors with different spline shapes: for example, save one set of fence sections,
posts, and materials, then quickly assign it to different routes.
All commands live under Details → SplineCraft Flow Tools → Preset.
What's Included in a Preset¶
| Data | Purpose |
|---|---|
| Mode | the global element placement mode. |
| Static Meshes | all FSPMeshConfiguration entries, including materials, ranges, offsets, and randomization. |
| Actors | all FSPSplineActorConfig entries. |
| Mobility | mobility of the actor, spline, and generated components. |
| Scale Structure With Actor | how distances behave when the actor is scaled. |
| Stable Curve Orientation | stable orientation for Curve meshes. |
| Description | a note inside the asset; the Save to Preset command doesn't overwrite it. |
A preset deliberately doesn't change the spline's shape and transform, Loop, geometry tools, the temporary reference spline, export folders, or merge settings. These are specific-actor data or personal editor settings, not part of the style.
Creating One from a Configured Actor¶
- Configure the actor the way the reusable style should look.
- In Preset Folder, choose a Content Browser folder. The default is
/Game/SplineCraftFlow/Presets; it's remembered separately per user and project. - Click Create Preset from Actor.
The editor creates a unique P_<actor name> asset, copies the style into it, assigns the new preset to
the actor, and shows it in the Content Browser. Existing assets aren't overwritten: a number is appended
to a taken name. For multiple selected actors, one preset is created per actor.
Alternative standard route: Content Browser → right-click → Miscellaneous → Data Asset → SplineCraft Flow Preset. Then assign the asset in the Preset field.
Applying and Updating¶
- Apply Preset copies the assigned preset's style onto the actor and immediately rebuilds the construction. Just picking an asset in the Preset field doesn't apply anything by itself. For multiple actors, the command uses each actor's own assigned preset and runs as a single Undo step.
- Save to Preset overwrites the shared asset with the current settings of one selected actor. Before writing, the editor shows the asset's name and asks for confirmation. The preset's description, the spline, and Loop aren't changed. After the command, the asset is marked as changed — save it with the editor's usual command.
If multiple actors reference the same asset, Save to Preset updates the asset itself, but other actors aren't rebuilt automatically. Select them and click Apply Preset when you're ready to accept the new style version.
Runtime and Blueprint¶
The preset class and the Preset field belong to the Core module and are available at runtime. The
Blueprint function Apply Preset takes a SplineCraft Flow Preset, copies the style, and rebuilds the
actor; it returns false for an invalid asset. Asset creation, Content Browser overwriting, and editor
dialogs stay in the SplineCraftFlowEditor module and don't reach the packaged game.