Getting Started
This walkthrough takes a plain mesh actor (static or skeletal) and gets it popping in with a preset, no material editing required.
1. Enable the plugin
Section titled “1. Enable the plugin”Enable Spline Juice in Edit → Plugins, then restart the editor if prompted. The plugin is self-contained; no extra project setup is required.
2. Add the component to your actor
Section titled “2. Add the component to your actor”-
Select a mesh actor in your level (any Static Mesh or Skeletal Mesh actor). You can select several at once.
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Right-click it in the viewport → Spline Juice → Add Deform Component. This attaches a
Spline Juice Deform Componentto every selected actor and opens the settings panel ready to configure them.
The component is the editable spline. Once added, you’ll see a spline path on the actor that you can shape by dragging its points in the viewport.
3. Generate a deform material
Section titled “3. Generate a deform material”The effect only renders through a material that implements the Spline Juice WPO contract. The settings panel authors one for you:
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On the Meshes & Materials tab, every mesh and every populated material slot starts selected. Untick anything you want to leave alone.
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Click Generate Deform Materials.
This creates a deformation-capable variant of each selected material and writes the runtime bindings onto the component. Your original materials are left untouched; the variant only drives the look while the effect is playing. Skeletal mesh slots get their own variant built to layer on top of the playing animation.
4. Apply a preset
Section titled “4. Apply a preset”-
Open the Presets tab.
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Pick a preset, for example Pop In (Spawn) for a spawn pop or Idle Breathe for background life.
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Click Apply.
The preset stamps its spline shape, timing, and curves onto every selected actor. All of it stays editable afterwards. See Presets for the full list.
5. Preview without pressing Play
Section titled “5. Preview without pressing Play”Flip the Live Preview toggle in the panel header. The deformation plays right in the level viewport (no Play / Simulate needed), so you can tune the path and curves and see the result immediately. Leave Loop on to repeat it, or turn it off to play once and hold.
6. Play it at runtime
Section titled “6. Play it at runtime”In an actual game / PIE session, set the playback options on the component:
| Property | What it does |
| --- | --- |
| Auto Play | Start the animation automatically on BeginPlay. |
| Loop | Repeat the journey continuously. |
| Playback Duration | How long one journey takes, in seconds. |
| Playback Start Delay | Seconds to hold at the start before playing. |
Press Play and the mesh deforms. Or drive it from Blueprint / C++. See Playback & Blueprint.