Spline Importer#
Import Splines#
Spline Importer Overview#
First make sure that you have a Level Coordinates actor in your level.
Search for
SplineImporter, which is a C++ class, and drag it into your level.In the Details Panel, select the splines source as you wish. You can either use a premade query, such as Roads, Buildings, or you can write the query yourself using Overpass syntax. For instance, the premade query for Roads is the same as using “Overpass Short Query” with the query:
way["highway"]["highway"!~"path"]["highway"!~"track"];.Select whether you want landscape splines, or regular spline components.
Choose an actor on which to spawn the splines (usually a landscape). This actor’s area in Unreal will be mapped to a real-world area thanks to the
Level Coordinates, and the plugin will use this real-world area to search for splines.Press the
Generate Splinesbutton.
Landscape Splines#
If you have generated landscape splines, you can go to
Landscape Mode > Manage > Splines to control the spline parameters as usual.
You can choose to paint using a layer (fill the Layer Name field in the details panel after selecting all control points and then all segments).
If you use the MI_Landscape material for your landscape, you can try Road as a Layer Name to paint roads.
Spline Importer Settings#
GDAL Importer
Position Based Generation (
ULCPositionBasedGeneration)Debug Line Traces (
bool, defaultfalse)Source (
EVectorSource, defaultOSM Roads)OSM RoadsOSM RiversOSM BuildingsOSM ForestsOSM BeachesOSM ParksOSM Ski SlopesOSM GrassOverpass Short QueryOverpass QueryLocal File
Overpass Server (
FString): Choose an Overpass API server from https://wiki.openstreetmap.org/wiki/Overpass_API#Public_Overpass_API_instances (while respecting their limitations)Local File (
FString)Overpass Query (
FString)Overpass Short Query (
FString)Overpass Short Query Preset (
FString)Skip Coordinate Conversion (
bool, defaultfalse)Scale X (
double, default1)Scale Y (
double, default1)Spawned Actors Path (
FName): Folder used to spawn the actors. This setting is unused when generating from a combination.Bounding Method (
EBoundingMethod, defaultBounding Actor)Bounding ActorTile Numbers
Bounding Actor Selection (
FActorSelection): Use a volume, a landscape, or another rectangular actor to specify the area on which you want to import vector data.Bounding Zone Zoom (
int, default14)Bounding Zone Min X (
int, default0)Bounding Zone Max X (
int, default0)Bounding Zone Min Y (
int, default0)Bounding Zone Max Y (
int, default0)Delete Old Splines When Creating Splines (
bool, defaultfalse)Actors Or Landscapes To Place Splines Selection (
FActorSelection)Use Landscape Splines (
bool, defaultfalse): Check this only ifActorToPlaceSplinesis a landscape and if you want to use landscape splines instead of normal spline components. For roads, it is recommended you use landscape splines (checked). For buildings, it is recommended you use normal spline components (unchecked).Landscape Splines Straightness (
double, default1): Increasing this value (before generating splines) makes your landscape splines less curvy. This does not apply to regular splines.Splines Tag (
FName): Tag to apply to the Spline Owners which are created.Spline Owner Kind (
ESplineOwnerKind, defaultSingle Spline Collection): Whether to put the created spline components in a single Spline Collection actor, or use one Spline Collection per actor, or use a custom actor.Single Spline CollectionMany Spline CollectionsCustom Actor
Spline Components Tag (
FName): Tag to apply to the Spline Components which are created.Actor To Spawn (
TSubclassOf<AActor>): Spawn an actor of this type for each imported spline, and copy the imported spline points to the spawned actor’s spline component.Spline Direction (
ESplineDirection, defaultAny): Splines that are closed loops can be forced to be Clockwise or CounterClockwise (when seen from top).AnyClockwiseCounter Clockwise
Spline Points Offset (
FVector): An offset which is added to all spline points that are generated.Skip2 D Colinear Vertices (
bool, defaultfalse): An offset which is added to all spline points that are generated.Colinearity Angle Threshold (
double, default1): The angle in ° under which two vectors are considered colinear, so that we can skip a vertex.Add Single Points (
bool, defaultfalse): When true, point geometries will be added as single-point lists.Flush PCG Cache After Import (
bool, defaultfalse): If true, flushes the global PCG cache once after a successful import.Resample Points At Distance (
bool, defaultfalse): When true, will resample the imported splines at a given internalResample Distance (
double, default1500): in cmExact Distance (
bool, defaultfalse): Sample points spaced exactly by the resample distance. If this is false, then the distance can be less, depending on the lengths of the splines.