Merge to Static Mesh¶
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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.
Merge to Static Mesh is an editor-only action. It bakes all of the actor's generated
geometry — posts, sections, tubes, knobs and polygons — into a single StaticMesh asset and
places a StaticMeshActor with it in the level.
This is the recommended path for large static structures — long fences, railings, roads, tracks, walls — once the parameters no longer need to change. Instead of hundreds of components you get one mesh that the engine treats as ordinary static geometry.
Workflow¶
- Fully configure the structure — the spline shape, posts, sections, knobs, polygons. After the merge the parameters are no longer editable (see "Limitations").
- Set the Merge Settings — these are the engine's standard
FMeshMergingSettings: material merging and simplification, lightmap UV generation, and so on. The defaults are fine for most cases. - Press
Merge to Static Mesh. A confirmation dialog appears. A newStaticMeshasset is created under/Game/Meshes/, and aStaticMeshActoris added to the level. - If needed, turn on Replace Spline Actor before the merge — then the SplineCraft Demo actor is removed and only the baked mesh is left in its place.
- Enable Nanite on the resulting
StaticMesh(in its settings). Nanite handles culling and level of detail at any distance itself — no manual LODs required. For a large fence this is the best result for performance.
Parameters¶
- Merge Settings (
FMeshMergingSettings) — material simplification, lightmaps, merge options. - Replace Spline Actor — remove the spline actor after the merge and keep only the mesh.
Both parameters are only available on a level instance of the actor (not on the Blueprint class).
What ends up in the result¶
- Posts, sections, tubes and knobs — from both modes, Line and Curve.
- Polygons — the polygons' procedural mesh is baked into a temporary static mesh before the merge and is included in the result too.
- Build Scenario preview — if a scenario is assigned and its Preview Progress is
scrubbed up so geometry is shown, that previewed geometry is baked in as well. This is how
you get a single mesh for a structure you designed as a growing scenario: scrub the preview
to
1, then merge. - The opening markers in the viewport are a pure editor highlight and do not make it into the merge.
If there is nothing to bake — no mesh configured and no scenario preview shown — the action reports it with a message instead of doing nothing silently.
Limitations¶
- Irreversible. The baked mesh is not linked to the actor. To change the fence you have to bring the SplineCraft Demo actor back (if Replace Spline Actor was on — from history or from scratch) and merge again.
- One big mesh. Occlusion becomes coarser than when each section is its own component: the engine hides the mesh entirely or not at all. For very long structures, split into several actors and merge each separately.
- The collision and lightmaps of the baked mesh depend on the Merge Settings and on the
StaticMesh's own settings — check them after the merge.