Line vs Curve Mode¶
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The mode decides which engine components the generated meshes go into.
The actor's global mode (Mode, ESplineCraftUseMode)¶
| Value | Effect |
|---|---|
| Concrete | each element decides for itself, via its own Mode. |
| Line | all meshes go into an InstancedStaticMeshComponent. Best performance. |
| Curve | section and tube meshes go into a SplineMeshComponent (they bend along the curve); posts and knobs still go into ISM. |
The element mode (ESplineCraftMode)¶
Every section or tube Main Static Mesh Configuration has its own Mode: Line or
Curve. It applies only when the actor's global Mode is Concrete. This lets one
structure keep straight panels in Line and a flexible railing in Curve.
Line¶
- Meshes are collected into an
InstancedStaticMeshComponent, one component per unique "mesh + materials" pair. - Cheap: hundreds of posts are a handful of draw calls.
- The gap between points is filled by stretching along a straight line (a chord) between adjacent points. On a curved spline the span stays a straight segment.
- The whole structure stays editable.
Curve¶
- Each element of each span becomes its own
SplineMeshComponentthat bends along the curve. - The component count climbs fast: a second section on a 50-point spline is another ~50 components. Watch the Stats section in Details.
- Needed where the mesh really must follow the bend: curved railings, tubes, rings.
What to choose¶
| Situation | Mode |
|---|---|
| Straight fences, walls, panels, most scenes | Line |
| The mesh must bend along the curve | Curve |
| A mixed structure | Concrete + Mode on the elements |
| A large final structure | any mode + Merge to Static Mesh + Nanite |