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Reusable Templates

A template captures a configured look as a single reusable asset so several actors can share it, and every linked actor updates live when the template is edited. Change the asset once, and every actor using it follows.

A template stores an opt-in subset of the configuration, ticked at creation time, grouped into four payload groups:

GroupWhat it captures
Spline ShapeThe spline curve, closed-loop flag, default up-vector. Seeds only (see below).
Animation & TimingAuto-play, loop, duration, the timing curve.
Deformation TuningForward axis, follow-rotation, preserve-volume, the stretch + size curves, sample count, auto-smooth.
AssemblyThe assembly tuning plus a re-bake recipe (split mode, lattice resolution, UV-channel override).

A template carries config only. It never captures per-actor references: your target meshes, material bindings, and material name contract stay local to each actor. Linking a template changes how an actor looks and moves, not what it’s made of.

All template actions live in the panel header (and are disabled during Play / Simulate):

  • Save as Template…: tick the groups to capture, name it, and save. The asset lands under /Game/SplineJuiceTemplates and the actor is linked to it.
  • Template dropdown: None plus every template in the project. Picking one links the selected actor(s); picking None unlinks and freezes the last driven values in place.
  • Edit the template in the panel: when an actor is linked, the driven groups’ fields go read-only on the actor. The Tuning / Behavior views rebind to the template asset, with an “Editing template” banner naming how many actors it affects. A curve or scalar edit there updates every linked actor live.

The Spline Shape group behaves differently from the other three. It seeds, it doesn’t perpetually drive:

  • A linked template applies its shape to an un-arranged spline.
  • The moment you arrange the spline yourself (an in-viewport point drag, or a Common Centroid aim) that per-actor shape becomes authoritative, and the template no longer overwrites it.

So per-actor arrangements survive Play-In-Editor and later template edits. The other three groups always keep driving every linked actor.