Skip to main content
A street in the SACity example, built with Spline Architect

Streamline your level design

Unreal Engine Plugin Documentation

v6.0.0
ActorUse it for
WallModular pieces along one or more splines, including floors, roofs, posts, and stacked walls.
BuildingA reusable hierarchy of Wall presets placed on a footprint.
CurveRepeated or deformed meshes along a path: roads, rails, pipes, trims.
Streets NetworkUE 5.8. Connected roads, intersections, lot boundaries, surfaces, and PCG-ready city data.
Lot ZoneUE 5.8. A closed area that tags Streets lots for PCG filtering.
Custom PieceA door, arch, corner, gap, or child actor placed into a Wall.
BooleanSubtract or cull overlapping generated output.

How the workflow fits together​

  1. Draw and edit paths in Architect Mode; use Streets Mode for road networks.
  2. Save the setups you want to reuse as presets, and browse them in the Preset Library.
  3. While you edit, the actor shows a live generated preview. When a design is ready, Bake Connected turns it into persistent geometry.
  4. If you later change a spline, preset, or seed, the affected output unbakes itself and shows the new preview - nothing stale survives. Look it over, then Rebake Connected.
  5. When you no longer need Spline Architect editing at all, convert or export the result to plain Unreal assets.

Step 4 is the one habit to learn: baking is a checkpoint you set deliberately, not a one-way door. The baked-first workflow page walks through it.

Runtime generation exists for gameplay that must build geometry during play. It is a different contract from editor authoring - see Runtime generation before choosing it.

Version scope​

This guide shows UE 5.8. Wall, Building, Curve, Custom Piece, and Boolean also ship for UE 5.5–5.7; Streets, Lot Zone, and the SA PCG nodes are 5.8-only. The compatibility page has the full matrix.