Convert, collapse, proxy LOD, and export
Conversion is the exit: it turns Spline Architect output into plain Unreal actors, meshes, or Blueprints that no longer need the plugin. It is one-way - which is why every dialog here ships with Delete Original Actors off, and why you leave it off until you have looked at the result.
Unified Convert dialog
| Control | Options and effect |
|---|---|
| Source Mode | Selected, or all Spline Architect root actors. |
| Operation | Convert to Actor, Convert to Static Mesh, or Convert to Blueprint. |
| Grouping | Combined, Per Actor, Per Root Stack, or Per Mesh Type. |
| Output Mode | Components, Instanced, or Hierarchical Instanced components. |
| Mobility | Preserve Source, Static, Stationary, or Movable. |
| Include Attached Actors | Captures attached actor hierarchies in the conversion scope. |
| Bake Spline Architect Actors Before Convert | Temporarily bakes sources so generated surfaces are captured. Keep enabled unless you intentionally want current component state only. |
| Include Splines | Copies Spline Components into Blueprint output. |
| Spawn in Level | Places converted actors or a new Blueprint instance after asset creation. |
| Delete Original Actors | Removes sources only after successful conversion. Leave off for the first pass. |
Quick commands Convert Selected/Each to Mesh and Convert Selected/Each to BP expose the corresponding focused options.
Convert to Building
A Wall stack that has grown into a whole building can become a single Building actor. Select the topmost wall of the stack and press Convert to Building in its Preset category.
The Building carries the stack's settings as its own inline preset - nothing is written to a DataTable and there is no save prompt. Meshes, materials, floors, roofs, attached custom pieces, the spline, the seed, the resolved mirror mode, and the actor's Outliner folder and attach parent all come along. It is one undo step, and works across a multi-selection.
Save a Building preset to a DataTable separately when you want to reuse the design elsewhere; converting collapses one authored stack into one actor. It is also the return leg of the Break round-trip: break a Building, art-direct its walls, convert back - the result carries the changes inline while the shared row stays as it was.
Assigning, changing, or clearing a preset source works in any bake state. The actor unbakes itself first when it needs to.
Building Proxy LOD
For Convert to Static Mesh, enable Generate Building Proxy LOD to add a welded footprint-and-roof proxy as LOD1 for eligible Building output. It uses the traditional non-Nanite LOD path and forces a source bake before capture.
| Control | What it does |
|---|---|
| Proxy Texture Resolution | Auto selects 512 or 1024 by exterior area, or force either resolution. Outputs Base Color, world Normal, and packed Metallic/Roughness/Specular textures. |
| Proxy LOD Screen Size | Threshold for switching from detailed LOD0 to proxy LOD1. |
Inspect silhouettes, roof coverage, material seams, texture projection, collision, and the transition distance in the target map. Proxy output is intentionally a distant representation, not a second editable Spline Architect model.
Standalone level export
Export Standalone Level creates a separate level containing independent converted output. Choose Output Mode, Mobility, and Grouping. This is useful for delivery maps, streaming partitions, or projects that should consume geometry without the source actors.
Export to a new package and open it before deleting anything. Confirm materials, transforms, lighting, collision, instance custom data, attached actors, and level references.
Safe handoff checklist
- Save the source level.
- Bake/Rebake Connected and inspect Diagnostics.
- Convert with Delete Original Actors off.
- Open generated assets and test the level in Play.
- Check LODs, Nanite settings, collision, lightmaps, and materials.
- Only then remove or archive source actors if the workflow requires it.