Table of Contents

Spline Mesh Component

The spline mesh component generates a mesh that follows a spline. It tiles one or more mesh pieces along the spline, making it easy to create things like pipes, roads, fences, cables or rails without manually placing individual segments.

Spline Mesh

Setting up a Spline Mesh

  1. Add a spline component to a game object and configure the spline shape.
  2. Attach a spline mesh component to the same object.
  3. Set at least one Middle Part — this mesh is tiled along the spline.
  4. Optionally set a Start Part and/or End Part to cap the spline with specialized meshes (e.g. a pipe end-cap).

Distribution Modes

The Distribution Mode controls how many mesh pieces are placed and how they are scaled:

  • Fit to Segment: Each middle part is stretched to fill exactly one spline segment (the span between two spline nodes). Use this when your mesh should align with the spline node positions.
  • Scale Evenly (default): The number of tiles is derived from the total spline length and the mesh length. All tiles are scaled uniformly.
  • Scale Evenly Per Segment: Like Scale Evenly, but computed independently for each spline segment. This keeps tiles aligned to segment boundaries.

When multiple middle parts are specified, either a random piece or the best-fitting piece is selected at each position, depending on the distribution mode and the relative lengths of the available parts.

Component Properties

  • Start Part: Optional mesh placed at the beginning of the spline.
  • Middle Parts: One or more meshes tiled along the spline body. Each entry has optional Padding Front / Padding Back values (can be negative to create overlaps).
  • End Part: Optional mesh placed at the end of the spline.
  • Distribution Mode: How tiles are counted and scaled (see above).
  • Seed: Random seed used when picking among multiple middle parts. A negative value uses the owner object's stable random seed; zero or positive sets an explicit seed.
  • Offset Y: Shifts the entire generated mesh sideways (along the spline's local Y axis).
  • Offset Z: Shifts the entire generated mesh up/down (along the spline's local Z axis).

Collision

To add physics collision to a spline mesh, add a Jolt Generate Collision Component to the same game object. It reads the render meshes produced by the spline mesh component and generates a matching Jolt collision mesh on scene export.

See Also