Curve
Curve repeats one mesh along a path: curbs, rails, pipes, trims, cables. Where Wall thinks in storeys and corners, Curve thinks in profile and flow - its one big decision is whether the profile stays upright through slopes (Z Up, for roads and curbs) or rolls with the path (Transported, for pipes and cables).
Actor controls
| Category | Controls |
|---|---|
| Preset | Data Table Preset, Rename Actor on Preset Selection, inline Curve Preset, and Save Preset. |
| Controls | Seed, Start Snap, End Snap, per-point Fillet Radii, Booleans to Use, Reset Transform, and Force Regenerate. |
| Spline | Grid Size, plus Mirror X, Mirror Y, Flatten, Reverse, and Gridify actions. |
| Baking | Baked, Generation Mode, Bake Method, Baked Mobility, Lightmap Texel Density Override, Bake, and Unbake. |
Curve Preset
| Control | Options and effect |
|---|---|
| Curve Meshes | Static meshes tiled along the spline. |
| Mesh Selection Policy | Selects from multiple curve meshes by the current policy for each resolved span. |
| Profile Orientation | Z Up keeps architectural profiles upright; Transported carries roll through 3D bends. |
| Default Tangent Mode | Manual, Fillet, Auto Fillet, or Fixed Fillet tangent generation. |
| Fillet Radius | Uniform radius when Fixed Fillet is selected; per-point actor values can override it. |
| Override Mesh Width / Mesh Width | Uses a logical profile width instead of the first mesh's Y bounds. |
| Override Mesh Height / Mesh Height | Uses a logical height for stacking, posts, and floor alignment instead of mesh Z bounds. |
| Overlap By | Positive overlap closes seams; negative values create a gap. |
| Inset | Lateral offset; positive is outward/right. |
| Mesh Offset | Local position adjustment per tile. |
| Scale Override | Per-axis multiplier for all curve pieces. |
| Floor Surfaces | Same surface controls described in Floors and roofs. Open curves close with a straight end cap. |
| Post Configurations | Meshes placed at points, spans, starts/ends, corners, or intervals. |
| Material Parameters | Include/exclude filters and scalar/vector values applied to generated materials. |
Production notes
Use Z Up for roads, curbs, and trims that must remain upright through elevation changes. Use Transported for pipes or cables that should roll naturally along a 3D path; Transported pieces deform to follow a 3D bend, while straight sloped runs stay rigid. For individual corner tuning, edit Fillet Radii on the actor instead of duplicating a preset.