Shapes and spline utilities
Footprints repeat: the L, the U, the rectangle with a notch. The Shape Library stores them once so drawing one is a click, and the spline commands handle the rest of the everyday path surgery - mirroring, flattening, merging, repairing.
Shape Library
Each shape entry has a stable Shape ID, Display Name, Description, Category, Closed Loop flag, read-only built-in status, and one or more loops of local points. Built-in shapes include common rectangles, circles, and building footprints; plugin Basic Shape meshes can also be imported as shape entries.
Use the Spline Architect menu to:
- Apply Shape to replace an active actor/path. Architect Mode applies only single-loop entries to the active path.
- Save Shape from selected spline actors for later reuse.
- Import Shapes from compatible Static Mesh boundary data.
Multi-loop shapes are valid for actor-level application and can drive Multi Spline polygon operations.
Import Shape From Mesh... extracts the boundary loops of a Static Mesh and saves them as a shape. Selecting several meshes imports them all in one pass: names come from the source meshes with no prompt, meshes already imported are skipped, genuine name collisions are suffixed, and one notification summarises what was imported, skipped, and had no usable outline. A single-file import still prompts for a name as before.
Spline menu commands
| Command | Result |
|---|---|
| Spline to Selected | Copies or assigns a selected spline source to a compatible actor. |
| Merge Spline Actors | Combines selected compatible paths into one actor with multiple spline components. |
| Break to Spline | Creates ordinary spline actor data from generated/selected Spline Architect paths. |
| Mirror X / Mirror Y | Commits a geometric mirror to authored points. |
| Flatten | Sets points to a common elevation. |
| Reverse | Reverses point order and winding. |
| Gridify | Snaps points to the actor's Grid Size. |
| Reset Transform / Center Transform | Normalizes or recenters actor transforms while preserving world-space path geometry. |
| Clean Invalid / Delete Invalid | Finds and removes invalid plugin actors or connections after review. |
| Select Roots / Filter Roots / Select Connected | Navigates connected Wall/Building hierarchies. |
Multi-spline polygon operations
Wall and Building actors can generate each spline independently or combine closed loops by Union. Because polygon work is solved in 2D, Union Z Mode decides how Z is restored: Flatten to Min Z, Average Z, Nearest Point, or Surface Trace.
For symmetry exploration, prefer generation-only Mirror Mode. When the result becomes authored topology, use Apply Mirror to Spline. This avoids permanently doubling point edits before the design is settled.