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Additional Actors

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Any knob can display an actor instead of a mesh — when Displayed Object = Actor. This brings lamps with logic, flags with physics, triggers, particle systems — anything that is a full actor — into the structure. The actors appear in game only; in the editor they are not visible.

Parameters (FSCAdditionalActor)

Parameter Purpose
Actor Class the actor class to spawn (TSubclassOf<AActor>).
Scale an additional scale (FVector), multiplied on top of the spawn transform.
Spawn Transform the computed spawn transform — read-only.

The Shift and Rotation values come from the settings of the knob the actor is attached to.

Spawn and lifecycle

  • The actors are spawned in BeginPlay (the SpawnAdditionalActorsIfNeeded method), after the geometry is built.
  • Each spawned actor is attached to the SplineCraft actor and given a tag with the owning actor's name (GetFName()).
  • On a rebuild (CoreClean) all previously spawned additional actors are destroyed by that tag and spawned again.
  • At runtime the respawn happens inside UpdateAfterChangeAnyProperty() (provided Mobility ≠ Static).

Where the Actor mode is available

  • Posts / Knobs — Main Static Mesh Configuration → Displayed Object = Actor.
  • Knobs on sections and tubes (FSCElementKnob) — Displayed Object = Actor.
  • Free Knobs — likewise.

See also