Diagnostics, pivot, and lightmap tools
Diagnostics
Use Diagnostics and the baked registry before large rebakes, cleanup, or conversion. It is the authoritative view of current actor/bake state and tracked baked assets.
Randomize Seeds
Assigns new seeds to every actor in the level - unbaked and Runtime actors regenerate, baked output stays put. It is scene-wide, so record the seeds you care about first.
Pivot Tool
Select Static Mesh assets in the Content Browser, then choose Spline Architect → Pivot Tool.
| Control | What it does |
|---|---|
| Pivot X / Y / Z | Anchor each axis at Min, Center, Max, or Keep. Defaults are center X/Y and minimum Z. |
| Pivot Transform | Adds a precise transform to the bounds-derived anchor. |
| Overwrite Existing | Repairs the selected mesh assets in place. |
| Suffix | When overwrite is off, creates copies such as _pivot. |
Use copies first when the asset is already referenced. Moving a pivot preserves the visible mesh placement in the asset but changes how new actors, fitting bounds, and downstream tools interpret its origin.
Overwrite Existing, the pivot anchors, the transform, and the suffix are remembered between sessions.
Reset and Center Transform on an actor
The Reset Transform and Center Transform buttons on a Spline Architect actor move only the actor's own pivot. Everything it carries stays exactly where it was in the world - the spline points, and the attached actors including custom pieces. Reset Transform also preserves tangents and point types, so the curve between the points keeps its shape.
A locked custom piece is pinned against the generator sliding it along its spline, not against its wall moving. It travels with the building.
Lightmap Tool
Select Static Mesh assets, then open Spline Architect → Lightmap Tool.
| Control | What it does |
|---|---|
| Unwrap Method | Fresh Unwrap (PatchBuilder), Fresh Unwrap (XAtlas), or cheap Repack Existing UVs. Repack requires a clean, non-overlapping source channel. |
| Source Channel | Existing UV channel for Repack. |
| Initial Patch Count / Merging Angle Threshold | PatchBuilder density and island merging. |
| XAtlas Max Iterations | Quality/time control for XAtlas. |
| Channel Mode | Override a specific channel (never UV0) or append the next free channel. Unreal supports up to eight channels. |
| Target Channel | Destination for Override Specific Channel. Existing data there is replaced. |
| Use Texel Density / Texel Density | Computes resolution from mesh size and texels per meter. |
| Explicit Resolution | Forced power-of-two resolution when density is off. |
| UV Padding | Texel gutter between islands. |
| Overwrite Existing / Suffix | Repairs in place or writes copies such as _lm. |
PatchBuilder is the safest default for broken source UVs. XAtlas can reduce stretch on some meshes. Repack is fast but cannot repair overlapping UV topology.
Pinned toolbar
Pin the commands, presets, and shapes you reach for daily. It is on by default and purely for comfort; pinned state is a per-user setting, not project content.