SplineCraft User Guide¶
🇬🇧 English | 🇺🇦 Українська
SplineCraft is a tool for quickly generating structures (compositions of StaticMesh and
Actor objects) along a spline: fences, railings, balustrades, colonnades, arcades,
barricades, bridges, roads and more. Everything is configured on a single ASplineCraftActor
through the Details panel (category SplineCraft Configuration), and the geometry
rebuilds automatically after every property change.
SplineCraft 7.0.0, for Unreal Engine 5.8. What's new in this release — Release Notes.
Quick Start¶
- Install the plugin — from Fab / Epic Games Launcher (Install to Engine), or by
copying the
SplineCraftfolder into<Project>/Plugins/. - Enable it — Edit → Plugins → SplineCraft → Enabled, restart the editor.
- Drop a SplineCraft Actor into the level (from the Place Actors browser).
- Shape the spline — move the points in the viewport, or open
SplineCraft Configuration → Utils → Alignment Spline Points, pick a Tool
(e.g.
RectangleorEllipse) and set its options. - Assign meshes — in the POSTS section add an entry and assign a post Static Mesh; in the SECTIONS section, a panel Static Mesh. The geometry builds immediately.
For the detailed walk-through see 01. Quick Start. Ready-made styles live
in Content/Samples (DA_Preset_IronFence); assign a preset to the Preset field and press
Apply Preset.
Element vocabulary¶
- Posts — a mesh at each spline point (fence post, baluster).
- Sections / Tubes — a mesh spanning the gap between consecutive points (panel, railing, rail).
- Knobs — decorative meshes on a post or an element at a weighted position.
- Free Knobs — knobs in the actor's local space, not bound to spline points.
- Polygons — filled shapes generated with a procedural mesh.
Plugin rename¶
The plugin was previously called SplineCraft PRO. It is now simply SplineCraft.
The rename does not affect backward compatibility: the module name (SplineCraft), the
content mount point (/SplineCraft/...), the class paths (/Script/SplineCraft.*) and the
layout of properties and structs (FSC*) are unchanged. Existing levels, Blueprint subclasses
of ASplineCraftActor and asset references keep working as-is. Only the plugin folder name and
the FriendlyName changed. The BP_SplineCraft_PRO asset was deliberately not renamed, so
references in projects do not break.
Contents¶
| # | Chapter | What's inside |
|---|---|---|
| – | Release Notes | What each release adds, fixes and what to watch for |
| 01 | Quick Start | Install, enable, a first structure in 5 steps |
| 02 | Spline Points and Alignment | Manual editing, 13 alignment tools, non-sticky tools |
| 03 | Posts | A mesh at each point; alternate / special / random meshes |
| 04 | Sections & Tubes | FSCElement, filling the gap, paddings, knobs on the element |
| 05 | Knobs and Free Knobs | Three kinds of knob; Mesh vs Actor mode |
| 06 | Polygons | Filled shapes, Follow Curve, concave outlines, collision |
| 07 | Visibility Rules and Openings | FSCVisibleConfig by index; OPENINGS by distance |
| 08 | Randomization and Random Seed | Spread of scale / shift / rotation; a reproducible seed |
| 09 | Line vs Curve Mode | ISM vs Spline Mesh; global and per-element mode |
| 10 | Runtime, collision, events, presets, scenarios | UpdateAfterChangeAnyProperty, Stats, Collision, hit events, presets, Build Scenario |
| 11 | Merge to Static Mesh | Merge to Static Mesh, Replace Spline Actor, Nanite |
| 12 | Additional Actors | FSCAdditionalActor, spawned in BeginPlay |
| 13 | Performance and Baking | What a structure costs; build and bake |
| 14 | FAQ | Short answers to common questions |
Requirements¶
- Unreal Engine 5.8
Support¶
- Discord: https://discord.gg/BQ69zYGy