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Quick Start

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⚠️ This is the SplineCraft Demo (evaluation) edition. Every feature works exactly like the full plugin; only how much you can build with it is capped, an on-screen watermark is shown, and it does nothing in Shipping builds. Full list: Demo Limitations.

This chapter takes you from installing the plugin to a first generated structure in the level.

Installation

From Fab / Epic Games Launcher. Find SplineCraft Demo in your library, click Install to Engine and pick engine version 5.8. The plugin installs into the engine folder.

Manual. Copy the SplineCraftDemo folder into <Project>/Plugins/ (create Plugins if it does not exist). This way the plugin lives inside the project and travels with it in source control.

Enabling the plugin

  1. Edit → Plugins.
  2. Search for SplineCraftDemo.
  3. Tick Enabled.
  4. Restart the editor when prompted.

A first structure in 5 steps

  1. Place the actor. In the Place Actors browser find SplineCraft Demo Actor and drag it into the level. The actor's root is a spline component with a few default points.
  2. Shape the spline. Select the actor and move the spline points in the viewport, or open SplineCraft Demo Configuration → Utils → Alignment Spline Points, pick a Tool (for example Rectangle or Ellipse), set Num Spline Points and the tool options. The shape rebuilds immediately. See Spline Points and Alignment.
  3. POSTS. Expand the POSTS section, add one entry to the Posts array, expand Main Static Mesh Configuration and assign a Static Mesh (e.g. SM_Post_Sqr from the plugin content). A post appears at each spline point.
  4. SECTIONS. Expand SECTIONS, add an entry to the Sections array, and in Main Static Mesh Configuration assign a panel Static Mesh (e.g. SM_Section). The mesh stretches across each gap between points.
  5. KNOBS (optional). Add an entry to the KNOBS section and assign a decorative mesh (e.g. SM_Knob_Sphere) — it becomes a finial on every post.

Things to know right away

  • The geometry rebuilds itself after every property change in the editor (OnConstruction). There is nothing to "apply".
  • In game the structure only rebuilds if Mobility ≠ Static; after changing properties at runtime call UpdateAfterChangeAnyProperty() — see Runtime, collision, events, presets, scenarios.
  • Presets. Instead of configuring by hand you can start from a ready style: assign a SplineCraft Demo Preset asset to the Preset field and press Apply Preset. Example: DA_Preset_IronFence in Content/Samples.

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