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Wall

Wall is the actor everything else builds on. Give it a spline and a preset, and it fits your modular pieces along the path, resolves the corners, and adds floors, roofs, and posts. Stack Walls to make storeys; the stack is what becomes a Building.

Do not read "wall" too literally. The same actor makes shopfronts, fences, and railings; with a floor surface and a curb mesh it makes planters, platforms, and plazas. Anything modular along a path is a Wall.

Preset​

ControlWhat it does
Data Table PresetSelects a Wall Preset row. Disabled while baked. A valid row takes priority over the inline preset.
Rename Actor on Preset SelectionRenames the actor to the selected row name.
Wall PresetInline configuration used when no DataTable row is selected. Its Preset Tags classify the Wall and generated components. See Wall Preset reference.
Use Parameter OverridesExposes non-destructive overrides on top of a DataTable row.
Parameter OverridesToggles and values for Height, Corner Size, Z Handling, Inset, Num Floors, Treat Spline Reversed, nearby-point collapse, offsets, floor surfaces, posts, material parameters, and instance custom data.
Save PresetSaves the effective Wall setup as a DataTable row.
Save Building PresetSerializes the selected connected Wall hierarchy as a Building Preset.

Controls​

ControlWhat it does
Booleans to UseExplicit Boolean cutters for floor, roof, wall, custom-piece, and post output.
SeedDrives mesh selection and random transforms. -1 resolves to a concrete random seed; non-negative values are deterministic.
Start Snap / End SnapSnaps the first or last point to a target actor's spline. Each includes Target Actor, Closest Point or Extend to Intersection (2D) mode, Snap Z, Add Snap Segment, and Keep Distance.
Reset TransformApplies the actor transform to the path and returns the actor transform to its expected basis.
Center TransformMoves the actor origin to the spline center while preserving the world-space path.
Force RegenerateRebuilds this Wall and its connected generation tree.

Stacked walls​

Add Wall to Selected connects a new Wall to the selected one as a child. The child follows its parent's effective footprint and sits on top of it, raised by the parent's height; Offset Stacked By in the preset shifts a layer beyond that.

Storeys are the obvious use, but a layer can be anything: a trim band between floors, a railing on a plinth, an inset upper ring - the clip at the top of this page is all stacks. Each layer keeps its own preset, materials, and seed, so a stack composes structures no single preset could describe - and saving the stack as a preset is how a Building is born.

Spline Architect → Insert Wall adds a wall directly beneath the selected one. The selection and everything stacked above it, custom pieces included, move up by the new wall's height.

Used on the bottom wall, this slides a new base under an existing building: the new wall becomes the footprint and takes over the spline, curves and all, along with the mirror settings that the footprint defines for the whole stack. The old bottom wall keeps its custom pieces and becomes the floor above.

Spline​

ControlOptions and effect
Multi Spline ModeIndependent generates every spline separately; Union merges closed spline polygons before generation.
Union Z ModeReconstructs Z after 2D union: Flatten to Min Z, Average Z, Nearest Point, or Surface Trace.
Mirror ModeNone, X, Y, XY, or Use Parent for a connected child Wall. X/Y modes retain one side or quadrant and mirror it across the actor-local plane. The result is generation-only until applied.
Invert MirrorSwaps which side of the actor-local mirror plane is retained.
Apply Mirror to SplineCommits the current mirror/bisect result into authored spline points and clears the generation-only mirror.
Grid SizeLocal X/Y/Z steps used by Gridify.
Auto GridifyRe-snaps spline points to Grid Size whenever the spline changes.
Mirror X / Mirror YDirectly mirrors authored spline points.
FlattenPlaces spline points on a common Z plane.
ReverseReverses point order and winding.
GridifySnaps current spline points to Grid Size once.

Baking​

ControlWhat it does
BakedRead-only state of persistent output.
Generation ModeBaked for editor production; Runtime for transient gameplay generation.
Bake MethodComponents, Instanced, or Hierarchical Instanced.
Baked MobilityStatic, Stationary, or Movable mobility assigned to baked components.
Corner Angle IncrementRounds similar corner angles during corner prebaking; 0 uses Project Settings.
Lightmap Texel Density OverridePer-actor texels per meter; 0 uses Project Settings.
Bake / UnbakeCreates persistent output or restores generated editing.
Prebake CornersBuilds reusable corner variants for the actor's current angles.

Production notes​

  • Random Fit is deterministic for a resolved seed and cycles a shuffled, fit-aware bag; Ordered Sequence follows array order; Best Fit chooses the closest natural length that fits.
  • Use Use Parent mirror mode on stacked child Walls so the hierarchy shares the root's symmetry.
  • For bulk operations, prefer the connected commands in Baking to pressing per-actor buttons repeatedly.