Tiny Tool Development

// Scene Tools / Available on Fab

Async Spline Builder

Multi-layout spline generation for roads, tracks, pipes, rails, walls, terrain passes, and connector-aware route intent.

Builds multi-layout roads, tracks, pipes, rails, walls, and side objects along Unreal splines.

Turn spline-based scene construction into controllable multi-layout async build jobs for roads, tracks, pipes, rails, walls, terrain passes, side objects, and passive connector metadata.

product slidesCommitted walkthrough media; documentation carries the detailed operating context.

// PRODUCT WALKTHROUGH

Visual orientation backed by the product facts below.

Use the gallery as quick orientation, then inspect mechanics, actions, outputs, integrations, and boundaries.

// THE PAIN

Before the plugin enters the chat.

One spline tweak can turn into layout, connector, terrain, and rebuild coordination.

PAIN

You draw a race track, pipe run, retaining wall, pit lane, or service route along splines and it looks right until a control point moves, the landscape shifts, or pit-entry intent needs to be preserved.

At that point generation is no longer a single mesh pass. You need validation before cleanup, batched rebuilds, layout-aware ownership, connector metadata that does not secretly generate geometry, and an editor workflow that stays usable while the route changes.

What that feels like

  • Route edits touch main tracks, pit lanes, alternates, wall helpers, and side objects together.
  • Connector intent is easy to lose when it lives only in notes or hand-placed markers.
  • Terrain, trace, wall, and segment overrides get repeated manually after each spline edit.
// WHAT YOU GET

After — in the editor, not in a slide deck.

Spline output batches through a validated plan, keeps geometry ownership tagged, and records route intent separately from generated mesh.

GAIN

Async Spline Builder treats long routes as planned jobs: author layouts in Unreal, validate build settings and connectors, batch generated pieces across ticks, and inspect tagged output instead of babysitting one giant stall.

  • Async rebuilds with per-tick generated-piece control instead of one giant stall.
  • Main, pit-lane, alternate, service-road, and decorative layouts with targeted cleanup.
  • Passive connector records for PitEntry, PitExit, Link, ServiceAccess, and custom route intent.
  • A Build, Segments, Terrain, Layouts, and Connector workflow built for iteration.

// HOW IT WORKS

The product architecture, inspected from the plugin surface.

These are the moving parts I would place on the page so buyers can understand what they are actually getting beyond the slide narrative.

01 / Actor

A spline actor carries route intent, build settings, and layout ownership.

The actor owns spline points, mesh settings, trace behavior, wall options, side-object rules, generated-output tags, and per-layout inputs.

02 / Layout

Multiple route layouts can share one authoring surface.

Main routes, pit lanes, service paths, alternates, and side layouts stay explicit so cleanup and rebuilds stay scoped.

03 / Connect

Passive connector records describe route relationships.

PitEntry, PitExit, Link, ServiceAccess, and custom connector records can be validated or applied without becoming hidden mesh-generation branches.

04 / Build

Segments are generated across editor ticks.

Long routes are split into work units so a build can progress without turning every tweak into one blocking editor operation.

// FIT

Who actually reaches for this.

Environment, circuit, layout, and technical route authoring where spline rebuilds, pit-lane metadata, and terrain helpers should stay productive and repeatable.

Useful for technical route, circuit, and environment authoring with repeatable segment workflows, native track-shape editing, tagged cleanup, connector-aware layout metadata, and visual-only connector endpoint labels.

// SURFACE

Where it lives in Unreal.

Spline actor settings, native Track Shape Editor, layout/connector controls, segment generation, landscape and wall options, automation notes, and QA references.

// CAPABILITY MAP

Feature groups with the value of each part made explicit.

Grouped from plugin modules, public APIs, automation hooks, and documented workflow surfaces.

Multi-layout authoring

The plugin is built for repeated route iteration, not one-off mesh placement.

  • Create spline actors for roads, tracks, pipes, rails, walls, and route props.
  • Use the native Track Shape Editor for point and shape authoring.
  • Keep main, pit, alternate, service, and side layouts separate.
  • Rebuild targeted actor output while preserving layout ownership.

Connector metadata

Route relationships are reviewable before they affect downstream layout work.

  • Author PitEntry, PitExit, Link, ServiceAccess, and custom connector kinds.
  • Validate connector actor references, layout ids, distances, and metadata.
  • Apply, remove, clear, or inspect connector records through automation tools.
  • Keep connector records passive instead of silently creating geometry.

Scene generation

The value grows when spline output includes the things designers usually place by hand.

  • Configure segments, gaps, drops, walls, and side objects along the path.
  • Use trace and terrain options to align output with the level.
  • Run landscape and ground-wall helpers after the route is stable.
  • Batch long rebuilds to keep authoring responsive.

Automation hooks

The exposed tool surface makes route generation scriptable for technical artists and local agents.

  • List, read, validate, and create actors.
  • Build, rebuild, or cancel actor work.
  • Read and write spline data assets.
  • Inspect point-list assets and connector records before applying them.

// OPERATOR TOOLS

Concrete actions, expected result, and mutation boundary.

This is the part that keeps product marketing honest: buyers can see which buttons, APIs, or MCP tools matter and what they change.

// ACTION

validate_actor

Why it matters
Checks whether a spline actor is ready to build.
Operator result
Bad settings are caught before generation starts.
Change surface
Read-only validation.
// ACTION

validate_layout_connectors

Why it matters
Checks passive connector records for actor references, layout ids, distances, and metadata.
Operator result
Connector warnings and errors are visible before route relationships are trusted.
Change surface
Read-only validation.
// ACTION

apply_layout_connector

Why it matters
Adds or updates a connector record on the target spline actor.
Operator result
Route relationship intent becomes explicit project data.
Change surface
Updates connector metadata.
// ACTION

remove_layout_connector

Why it matters
Removes one connector record by id.
Operator result
Stale route relationships can be cleaned without rebuilding geometry.
Change surface
Updates connector metadata.
// ACTION

clear_layout_connectors

Why it matters
Clears connector records from a target actor.
Operator result
A layout can reset route relationship metadata before reauthoring.
Change surface
Updates connector metadata.
// ACTION

apply_live_spline

Why it matters
Applies point edits to an existing actor.
Operator result
Route shape updates without manual reconstruction.
Change surface
Mutates the target actor.
// ACTION

build_actor

Why it matters
Runs the generation plan for the actor.
Operator result
Segments, walls, side objects, and related output are generated.
Change surface
Creates or updates generated scene output.
// ACTION

cancel_actor_build

Why it matters
Stops a long build in progress.
Operator result
Operators can recover during heavy iteration.
Change surface
Changes job state.
// ACTION

apply_track_settings

Why it matters
Changes route-generation settings without rebuilding the actor by hand.
Operator result
Track, road, pipe, wall, layout, or connector-adjacent behavior can be tuned as a batch decision.
Change surface
Updates the target actor settings.
// ACTION

write_spline_to_data_asset

Why it matters
Moves the authored route into reusable project data.
Operator result
Spline shapes can be versioned, reused, or handed between workflows.
Change surface
Writes a spline data asset.
// ACTION

read_point_list_asset

Why it matters
Inspects reusable point-list data before applying it to a scene actor.
Operator result
Automation can validate route input before mutating the level.
Change surface
Read-only asset inspection.

// TYPICAL FLOW

From inspection to use without losing the product boundary.

01

Place or select the spline actor and choose the layout you want to author.

02

Use the panel or native Track Shape Editor to edit main, pit, alternate, or service layouts.

03

Validate build settings and connector metadata before generation.

04

Rebuild, inspect tagged output, and iterate without treating every change as manual placement.

// PROOF AND BOUNDARIES

Signals that make the product specific, plus the limits worth saying out loud.

Each card turns implementation facts into buyer-facing proof without pretending the tool solves the wrong problem.

Modules Runtime plus UncookedOnly editor module
Core dependency ProceduralMeshComponent
Editor surface Async Spline Builder panel plus native Track Shape Editor
Connector records PitEntry, PitExit, Link, ServiceAccess, and custom connector kinds
Tool surface Actor, spline, layout connector, build, cancel, data asset helpers
Use cases Roads, tracks, pipes, rails, walls, side objects, pit lanes, service paths
Automation tools list/read/validate/create actor, live spline, settings, rebuild/build/cancel, connector apply/remove/clear/validate, data asset read/write
Iteration model 24 default segments per tick instead of one monolithic editor stall
Scene ownership Actor- and layout-targeted mutation, not whole-project generation

Outputs

What the plugin leaves behind when the workflow is doing useful work.

  • Generated segments

    Spline mesh output along the authored route.

  • Wall and side-object placement

    Repeatable dressing elements tied to route settings.

  • Layout-owned output

    Generated components remain associated with the layout that produced them.

  • Connector metadata

    Passive records that describe route relationships without silently generating mesh.

  • Spline data assets

    Reusable point lists and route data for iteration.

  • Validation feedback

    Actor and connector readiness signals before expensive generation starts.

  • Build state

    Progress or cancellation state for long route operations.

Inspection basis

The concrete code, API, and tool surfaces used to shape this product page.

  • Manifest

    Runtime and UncookedOnly editor modules with ProceduralMeshComponent dependency.

  • Code surface

    The inspected implementation includes layout connector structs, connector validation, track-shape editor UI, async build settings, and generated-output tagging.

  • MCP tools

    The inspected tool list covers actor inventory, actor reads, validation, creation, live spline apply, track settings, build, rebuild, cancel, connector apply/remove/clear/validate, and asset IO.

  • Generation model

    Route output is actor-, layout-, and segment-oriented, which supports iteration and cancellation.

  • Data flow

    Spline point lists, data assets, and connector records make route state portable beyond a single live actor.

Integrations

Where the product connects without losing ownership of its own domain.

  • Unreal Capability Mesh

    Route, connector, and job controls can be surfaced through mesh declarations.

  • Unified MCP Server

    MCP tools can expose build and connector operations to local automation.

  • Editor workflows

    The panel, actor surface, and Track Shape Editor remain usable by artists without an agent client.

  • Data assets

    Spline and point-list assets let routes move between manual editing and automated setup.

Safety model

The boundaries that make the tool understandable before automation enters.

  • Validate before build

    Actor and connector checks make bad generation plans visible early.

  • Cancelable work

    Long-running builds can be stopped during iteration.

  • Targeted mutation

    Build tools act on selected actors, layout-owned generated output, and explicit connector records, not the whole project.

  • Passive connectors

    Connector records express route intent without creating hidden geometry branches.

  • Reusable inputs

    Point-list and spline assets can be inspected before they are applied to a live scene.

Not for

The cases where the product promise would be the wrong expectation.

  • Projects that need a full road-network simulation system.

  • Teams expecting final art direction to be solved by generation alone.

  • Pipelines where every mesh placement must remain fully hand-authored.

// PRODUCT MEDIA

Tutorial and platform embeds stay attached to product context.

YouTube, Discord, LinkedIn, and Fab widgets are reserved for product presentation, explanation, support context, or tutorials. No third-party widget loads automatically.

Tutorial video

YouTube

Product walkthroughs, setup explanations, and tutorial material.

Embed source pending. No third-party widget is loaded here.

Open platform
Primary support context

Discord

Discord-first product support, quick questions, setup discussion, and community context.

Embed source pending. No third-party widget is loaded here.

Open platform
Professional context

LinkedIn

Company background, provider identity, project credibility, and listing context.

Embed source pending. No third-party widget is loaded here.

Open platform
Marketplace context

Fab

Product listing context, license details, purchase route, and marketplace availability.

Embed source pending. No third-party widget is loaded here.

Open platform

// INFORMATION

All essential product signals in one place.

Status Available on Fab
Category Scene Tools
Unreal Engine 5.4; current descriptor/build line UE 5.8
Source state AsyncSplineBuilder.uplugin VersionName 1.1.3 / Version 3
Primary surface Spline actor settings, native Track Shape Editor, layout/connector controls, segment generation, landscape and wall options, automation notes, and QA references.
Marketplace Fab listing available
Direct sales None on this website
Support route Discord first; product context lives on this page
Listing context Fab for marketplace, LinkedIn for public provider identity
Fact surface 7 functions / 4 capabilities / 5 settings / 5 failure modes / 1 bridge
Boundary Scene-authoring spline generator for roads, tracks, pipes, rails, walls, side objects, layout-aware builds, native editor track-shape authoring, passive layout connector metadata, and optional connector endpoint diagnostics.
Primary workflow Place or select an ASplineGeneratingActor, author main/pit/alternate layouts in the panel or native Track Shape Editor, validate settings and connectors, optionally inspect connector endpoints, rebuild tagged geometry, and optionally apply landscape or wall tools.

// NOTES

Practical boundaries.

Purchases and listing-specific license details are handled on Fab.

The documentation separates editor workflow from technical and QA references.

// LEGAL / PRIVACY

Static information page.

Purchases, downloads, marketplace accounts, and platform-specific license details are handled outside this website. Product or tutorial widgets are loaded only after activation, where configured.

Provider details are listed in the legal notice. The current site template does not set first-party cookies and does not load analytics scripts.

// RESOURCES

Open the channel that matches the next question.

Fab listing

Listing, license, purchase, account, and download context are handled by Fab.

Open

GitHub documentation

Manuals, quickstarts, settings references, troubleshooting, technical notes, and release material live in GitHub.

Open

Discord support (primary)

Start quick questions, setup help, support context, and product-fit discussion on Discord.

Open

Plugin support email

Formal plugin support requests can be sent to the dedicated support mailbox.

Open

LinkedIn company context

Company background, public provider identity, and listing context are available on LinkedIn; support still starts on Discord.

Open

// RELATED

Nearby tools in the catalogue.

// TOOL NAVIGATION

Continue through the catalogue.

Each tool page keeps the product overview here and routes deep technical material to GitHub.