Posts¶
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The POSTS section places a static mesh at each active spline point: a fence post, a
baluster, a column, a stanchion. One entry in the Posts array is one "layer" of posts along
the whole spline; there can be several entries (for example a post plus a separate base).
Post (FSCPoint)¶
| Parameter | Purpose |
|---|---|
| Distance From Bottom | height above the spline (cm). |
| Visible All | switch for the whole entry. |
| Main Static Mesh Configuration | the main mesh configuration (below). |
| Detailed Visibility Configuration | per-entry visibility rules — see Visibility Rules. |
Knobs (Point Knobs) |
array of knobs mounted on the post — see Knobs. |
| Visible Knobs | switch for all of this post's knobs. |
Main Static Mesh Configuration (FSCPointMeshConfig)¶
| Parameter | Purpose |
|---|---|
| Static Mesh | the post mesh. |
| Visible | show the mesh. |
| Scale | scale (FVector). |
| Shift | offset (FVector, cm): X along the spline, Y sideways, Z up. |
| Rotation | an added rotation. |
Displayed Object (EShowKnobMode) |
Mesh — show a mesh; Actor — spawn an actor (visible in game only). See Additional Actors. |
Actor (FSCAdditionalActor) |
the actor class when Actor mode is chosen. |
| Ignore … Randomization Settings | turn off scale / translation / rotation randomization separately. |
| Randomization Settings | spread of scale, shift and angles — see Randomization. |
Lateral shift (Shift.Y) is applied as a parallel offset (a mitre): a shifted row of posts stays strictly parallel to the spline even through corners, instead of being pulled inwards.
Alternate Meshes¶
Swap the main mesh by point position: First, Last, Odd, Even. It applies when
the matching configuration has a valid mesh (or actor class) and Visible is on. Turned off
with Ignore Alternate Meshes.
Special Meshes¶
A list of configurations, each with a set of Visible At Index Ranges: at points with those indexes the main mesh is replaced by the special one. It takes priority over alternate and random meshes. Turned off with Ignore Special Meshes.
Random Meshes¶
Turn on Use Random Meshes and fill the Random Meshes list — at each point a mesh is picked at random from the valid ones. For a reproducible result set a Random Seed.
Mesh selection order¶
Special → random → alternate → main. The first one that matches is used; its Shift is added
to the main configuration's Shift.
Visibility¶
- Visible All, Visible All Knobs — at the
POSTSsection level. - All Posts Visibility Configuration — visibility rules for all posts at once.
- The last point of an open spline is shown only if Visible Last Point Elements is on.
Full logic is in Visibility Rules and Openings.