This section covers the core workflow for using the Mesh Spline Tool to place static geometry along spline paths.
In the World Editor, locate the mode bar at the top
Click the Mesh Spline mode button
The tool window will open with a row of buttons at the top
The first button is “Add New Mesh Spline”
Click “Add New Spline” in the tool window
The mouse cursor sphere on the map will change from red to purple
Left-click on the map to place nodes and draw the spline path
Continue clicking to add more nodes - the spline will appear as the user draws
Mouse method: Click and drag nodes directly on the map
Gizmo method: Press ALT to toggle the gizmo, then use the translation gizmo handles
Selecting nodes: Click on any node to select it - a special highlight sphere will appear around the selected node and pulse in time
Hover over any rib handle (left and right spheres which appear beside nodes when a spline is selected)
The corresponding node will automatically be selected
Drag the rib handles in or out to adjust the spline width
This affects the spacing and positioning of meshes along the spline
Select node: Click on any node (it will be highlighted)
Drag node: Click and drag nodes to move them around the map
Adding new nodes: Hover over free space on the map to add nodes to either end of the spline (whichever is closer)
Inserting nodes: Hover over the spline to see a highlight sphere and text hint - click to insert a node
Delete node: Select a node and press DEL
Looping a spline: Drag the start or end node close to the other end - a hint line will appear with text markup. Hold SHIFT and release to create a loop
Joining splines: Drag the start or end node of one spline onto the start or end node of another spline of the same tool type - a hint line will appear. Hold SHIFT and release to merge them into one spline
Splitting splines: Select a node on the spline, then click the “Split” button under the spline list to divide the spline into two separate splines at that point
Simplifying splines: Use the “Simplify” button to reduce the number of nodes to a minimum while preserving the core shape
Flipping splines: Use the “Flip” button to reverse the order of nodes in the spline, effectively flipping the direction. This will also flip the meshes left to right
After creating the spline, the tool automatically loads the default preset: Concrete Barrier
The preset meshes will appear in the Components section of the tool window
Meshes will be distributed along the spline automatically, and there are special start/end cap components
In the Properties section, find the Spacing slider
Drag the slider to increase or decrease the distance between barriers. Note that it can go slightly negative
Lower values = barriers closer together (e.g., tight fencing)
Higher values = barriers further apart (e.g., lamp posts)
Watch the barriers update in real-time as the user adjusts
Try different spacing values to see the effect
Use the Vertical Offset slider to adjust the global height of all meshes in the spline
Use the Pre-Rotations radio buttons (0°, 90°, 180°, 270°) to rotate components differently around the Z-axis, as desired
Use the Jitter controls to add random roll, pitch, and yaw variations for a more natural, worn appearance
Adjust the Random Seed slider to get different jitter patterns
Move the spline nodes to adjust the overall path
Find the Presets section (below the spline properties)
Choose from the available preset buttons
The selected preset will replace the current content of the mesh spline
Adjust spacing, edit spline, etc.
Each preset contains its own set of components
The Components section shows all components in the current preset, and each can be enabled/disabled.
The main component (first in list) determines the spacing between all components along the mesh
Round Robin: Cycles through all enabled components in sequence along the spline
Random: Uses weights and a random seed to distribute components along the spline
The Normal Mode button cycles through three states:
Start with Terrain mode for natural placement
Click the button to switch to Local mode to align meshes to the spline orientation
Click again to use Global mode for world-aligned objects
Use the Prerotation radio buttons (0°, 90°, 180°, 270°)
0°: Default orientation
90°: Rotate 90 degrees clockwise
180°: Rotate 180 degrees around Z-axis
270°: Rotate 90 degrees counter-clockwise
In the Components section, check “Enable Start Cap”
Check “Enable End Cap”
Select appropriate cap meshes from the component list
Caps will appear at the beginning and end of the spline
Start Cap: First mesh in the spline
End Cap: Last mesh in the spline
Cap Materials: Caps can use different meshes than main components
Under the spline list, check “Conform to Terrain”
Set Vertical Offset to 0 for ground-level placement (or reset the slider)
Meshes will automatically align with the terrain surface
Adjust offset if meshes are desired above or below ground
Fine-tune placement by adjusting the vertical offset
Check mesh alignment from different camera angles
Use the gizmo (ALT key) for precise height control
Verify terrain conformity by moving the camera around
In the tool window, find the spline list
Use the enable/disable toggle for each spline
Disabled splines: No nodes visible, but content still shows
Enabled splines: Full interaction with nodes and editing
Polygon Selection: Use the polygon selection button in the tool to draw a selection area around meshes
Scene Tree Selection: Multi-select compatible objects in the scene tree, then right-click and choose “Convert to Mesh Spline”
Object Select: Use the object select tool, then right-click and choose “Convert to Mesh Spline” in the scene tree
The tool will add a new spline and estimate all properties including prerotation, distribution, spacing, and more
Save profile: Click the “Save Profile” button under the spline list to save the current spline’s properties to a JSON file
Load profile: Click the “Load Profile” button to load a previously saved profile from disk
Profile contents: Profiles contain spline properties (spacing, jitter, mesh paths, presets) but not the geometry itself
Copy profile: Use CTRL+C to copy the selected spline’s profile to the clipboard
Paste profile: Use CTRL+V to paste a copied profile to another spline, inheriting all properties while keeping the target’s geometry
Use terrain conformity and terrain normals for natural placement
Check placement from different camera positions
Use the gizmo (ALT key) for precise height and rotation control
Try different normal modes for different effects (e.g., global is more appropriate for lamp posts)
Experiment with different presets to find the right content for the project
The tool includes an “Export to PNG Mask” button in the top button row. This exports the entire tool session to a grayscale 16-bit PNG mask, useful for third-party software importing and exporting.
Once comfortable with these basic workflows, the user can explore:
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