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Wall Preset reference

A Wall Preset is the recipe a Wall follows: which meshes, how they fit, what happens at corners, what gets randomized. The same recipe works as a shared DataTable row or inline on one actor, and the same controls appear inside Wall actors, Building wall layers, and SA Spawn Wall - so everything on this page applies in all three places.

Preset metadata​

ControlWhat it does
Preset TagsExact Name values such as BaseFloor, Facade, or Trim. They classify output without changing geometry.

A standalone Wall actor and all of its generated components receive the Wall Preset tags. When a Building uses the Wall Preset, only components produced by that Wall layer receive its tags; the Building actor keeps only its own Building Preset tags. This precision lets PCG filter one generated layer without classifying the complete Building as that layer.

Changing Wall presets removes stale tags previously applied by Spline Architect while preserving unrelated Actor Tags you authored yourself.

Core Dimensions​

ControlWhat it does
Wall Height / Height OverrideLogical Z height; otherwise detected from the first Wall Mesh. Its exact meaning depends on Height Mode.
Height ModeHow meshes are resized to reach Wall Height. Fit Height stretches each mesh to exactly Wall Height, and sideways to fill its slot: a flat top, but modular facade pieces get distorted. Uniform Scale multiplies every mesh by one shared factor on all three axes, so proportions are never distorted.
Wall Length / Length OverrideLogical segment slot length; otherwise detected from the first Wall Mesh.
Corner Length / Corner Length OverrideCorner target span or bend/cut size; otherwise detected from Corner Mesh.
Corner Height AddCompensates for corner meshes with bounds above/below the wall body.
Randomize Segments ByAdds length variation only in Best Fit mode.

Wall Configuration​

ControlOptions and effect
Wall Z HandlingKeep Z steps each segment; Keep Flat ignores point Z after the start; Follow Spline tilts pieces; Skew shears vertically while retaining a horizontal base.
Skip PiecesNone, Angled, or Flat. Useful when a kit has dedicated slope/step handling.
InsetLateral offset from the spline.
Overlap Pieces ByExtends neighbors to close seams.
Num FloorsVertically repeats the preset. Floors sit Wall Height apart in Fit Height mode, and the height of the tallest generated piece apart in Uniform Scale mode.
Treat Spline ReversedFlips effective point order and piece orientation.
Collapse Nearby Spline Point DistanceMerges consecutive near points; 0 disables.

Fit Height or Uniform Scale​

The same gateway wall in Fit Height, with a flat top and the portico stretched to match the walls, and in Uniform Scale, where the portico keeps its proportions and its crown steps above the walls

Fit Height is the default and gives a guaranteed flat top: every mesh is stretched to exactly Wall Height, and sideways to fill its slot. A mixed-height kit is levelled, and pieces are distorted as much as it takes.

Uniform Scale never distorts anything. Every mesh is multiplied by one shared factor on all three axes, derived from Wall Height divided by the average height of the meshes in the preset. Three consequences follow:

  • The top varies. A mixed-height set keeps its height differences, so Wall Height is the height the meshes reach on average rather than a ceiling they all meet. Use Fit Height when you need a flat top.
  • Pieces keep their real width, so a different number fits along each segment than you would expect from the authored sizes.
  • Leftover space is filled by Filler Wall Meshes, and fillers still stretch. A kit used in Uniform Scale wants a filler.

Stacked floors, roofs, and floor alignment all follow the same shared factor, so layers of mixed-height meshes never interpenetrate.

Wall Meshes and fitting​

ControlWhat it does
Wall MeshesStandard Static Mesh pieces.
Custom Wall MeshesStatic Mesh or Blueprint pieces with optional logical Bounds Min XZ / Bounds Max XZ. Blueprint entries generate Child Actor Components.
Wall Piece SelectionBest Fit chooses the closest natural-length piece that fits; Random Fit uses a deterministic fit-aware shuffled bag; Ordered Sequence repeats array order.
Filler Wall MeshesSmall pieces for residual gaps.
Filler PlacementSegment Sides, or Between/Ends Wall Meshes. Appears when valid fillers exist.
Min Filler Wall LengthMinimum gap before a filler is emitted.
Keep World Scale / World ScaleRetains authored scale instead of stretching pieces to the slot.

Best Fit retains the raw source-length fallback when no piece fits. Filler packing can automatically place a valid filler before a main piece; there is no separate “prefer wall pieces before fillers” switch.

Corner and placement​

How a turn is built is one choice: give it a dedicated Corner Mesh, or let Corner Type shape the wall pieces themselves - mitered square, cut on the diagonal, or carried around a curve.

ControlWhat it does
Corner MeshAsset used at turns.
Corner TypeStraight miter, Bend SplineMesh, Chamfer diagonal, or Pipe-style center-pivot bend.
Overlap Corners ByExtends corners into adjacent pieces.
Offset ByGlobal local-space offset for every generated element.
Offset Stacked ByCumulative offset per vertical floor/layer.

Floors, roofs, posts, and variation​

  • Floor Surfaces and Roof Surfaces are fully listed in Floors and roofs.
  • Post Configurations exposes Post Mesh; placement at Corners, Spline Points, Between Segments, Custom Pieces, Periodically, or Start/End; start/end facing; direction averaging; skip start/end; period; offset; rotation; wall-height scaling; spline-up following; scale; and angled/flat skip rule.
  • Randomisation Settings → Random Transform exposes location range, rotation range, scale range, and uniform-scale toggle.
  • Random Meshes maps a Key Mesh to weighted alternatives, Keep Scale or Match Scale fitting, Knockout fraction, and optional 90°/180° rotation.

Materials and instance custom data​

Material Parameters filters by included/excluded/all materials and meshes, then sets named Float or Vector parameters. This creates per-component material behavior; keep parameter names consistent across the kit.

Instance Custom Data Entries is an ordered layout for Instanced/HISM output. An entry can write a generated scalar or a constant Float, Vector2, Vector3, or Color. Generated choices include indices, deterministic random values, actor seed, world orientation/scale/Z, spline distance/tangent, segment index/progress, Wall stack index, and floor index/progress. Materials read the expanded float slots by numeric index, so treat the order as an asset contract.