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Baking and rebaking

Baking is reversible. It replaces generated preview/runtime output with persistent editor components or assets while the Spline Architect actor remains the source of truth.

A baked Building with its Baking category open: the static mesh components it produced, and the Bake, Unbake, and Break actions
1 Baked output: one component per piece2 The components the bake produced3 Bake, Unbake, Prebake Corners, Break4 Baked state, mode, method, mobility

Commands​

CommandScope
Bake/Rebake ConnectedRefreshes selected roots and connected Wall stacks. This is the normal production command.
Unbake ConnectedRestores spline-driven editing for the connected selection.
Bake UnbakedBakes only unbaked Spline Architect roots in the level.
Rebake AllRefreshes every compatible root. Use after a shared preset change only when the scope is understood.
Unbake AllRestores all baked roots to generated editing.
Actor Bake / Unbake buttonsOperate on one placed actor. Prefer connected commands for hierarchies.

Automatic unbake​

When an authored change would make persistent output stale, Spline Architect automatically unbakes the affected output and regenerates an editable preview. It does not silently commit a new production bake. Review the result and run Bake/Rebake Connected.

Changes include relevant actor properties, preset rows, spline topology, connected hierarchy, custom pieces, and Boolean inputs. If a baked actor appears unchanged after an edit, check whether you edited the shared row, an overridden value, or the actor you intended.

Method and mobility​

SettingGuidance
ComponentsChoose when each piece must remain an individual StaticMeshComponent.
InstancedDefault balance for repeated assets; groups identical meshes and supports instance custom data.
Hierarchical InstancedChoose for large repeated sets that benefit from per-instance LOD/culling.
Static mobilityBest default for environment output and baked lighting.
Stationary / MovableUse only when later transforms or gameplay require them.

Bulk Set Generation Mode, Set Bake Method, and Set Mobility commands apply a consistent configuration to the current selection. Mixed selections show an indeterminate state rather than guessing.

Corner variants​

Prebake Corners generates reusable corner meshes for the current wall angles. Corner Angle Increment rounds nearby angles to reduce unique assets; 0 inherits the Project Settings value. Lower increments preserve exact architecture but increase asset count.

Lightmaps​

When Generate Lightmap UVs on Bake is enabled, Spline Architect creates lightmap UVs for baked mesh assets. Resolution derives from project or per-actor texel density, rounds to a power of two, and stays within the supported range. Set Component Lightmap Resolution on Bake applies the result to components.

Use Lumen-only projects may disable generated lightmap UVs. Static/GPU Lightmass output should keep them enabled and use the Lightmap Tool to repair source assets that need independent control.

Diagnostics and baked asset registry​

Open Spline Architect → Diagnostics.

  • Actor Overview lists actor type, generation/bake state, preset, seed, component counts, triangles, and timing. Columns can be hidden.
  • Baked Assets lists registry entries, category, source, usage state, and triangle count. Filter by category/usage or search by name.
  • Context actions select actors, set generation mode, set bake method, bake/unbake selected actors, and inspect assets.

The Diagnostics window listing every Spline Architect actor with its type, state, preset, seed, component and triangle counts

Never delete an apparently unused baked asset only from the Content Browser without checking Diagnostics and Unreal referencers. Conversion/export assets are independent and may be referenced outside the current level.