Skip to main content

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.

ControlWhat it does
Pivot X / Y / ZAnchor each axis at Min, Center, Max, or Keep. Defaults are center X/Y and minimum Z.
Pivot TransformAdds a precise transform to the bounds-derived anchor.
Overwrite ExistingRepairs the selected mesh assets in place.
SuffixWhen 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.

ControlWhat it does
Unwrap MethodFresh Unwrap (PatchBuilder), Fresh Unwrap (XAtlas), or cheap Repack Existing UVs. Repack requires a clean, non-overlapping source channel.
Source ChannelExisting UV channel for Repack.
Initial Patch Count / Merging Angle ThresholdPatchBuilder density and island merging.
XAtlas Max IterationsQuality/time control for XAtlas.
Channel ModeOverride a specific channel (never UV0) or append the next free channel. Unreal supports up to eight channels.
Target ChannelDestination for Override Specific Channel. Existing data there is replaced.
Use Texel Density / Texel DensityComputes resolution from mesh size and texels per meter.
Explicit ResolutionForced power-of-two resolution when density is off.
UV PaddingTexel gutter between islands.
Overwrite Existing / SuffixRepairs 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.