Saved Presets (Templates)
A saved preset (the asset type is still called a template) captures a configured look as a single reusable asset. It shows up in the Presets gallery next to the built-in presets and applies the same way.
Stamping, not linking
Section titled “Stamping, not linking”A saved preset is pure data, consumed by stamping. Picking it on the Presets tab and clicking Apply copies its values into the selected actors’ own fields:
- The stamped fields stay freely editable on each actor.
- There is no live link: editing the preset asset later does not change actors you already stamped. To push a change, re-select those actors and Apply again.
- A confirm warns before overwriting an actor that has custom settings; the spline resets to the preset’s shape.
What a saved preset carries
Section titled “What a saved preset carries”A saved preset stores an opt-in subset of the configuration, ticked when you save it, grouped into four payload groups:
| Group | What it captures |
|---|---|
| Spline Shape | The spline curve, closed-loop flag, default up-vector. |
| Animation & Timing | Auto-play, loop, duration, the timing curve. |
| Deformation Tuning | Forward axis, follow-rotation, preserve-volume, the behavior curves, sample count, auto-smooth. |
| Assembly | The assembly tuning plus a re-bake recipe (split mode, lattice resolution, UV-channel override). |
A saved preset carries config only. It never captures per-actor references: your target meshes, material bindings, and material name contract stay local to each actor. Applying a preset changes how an actor looks and moves, not what it’s made of.
Saving one
Section titled “Saving one”- Configure an actor the way you like it (a built-in preset tweaked by hand is a fine starting point).
- On the Presets tab, click Save as Template… (disabled during Play / Simulate).
- Tick the groups to capture, name it, and save.
The asset lands under /Game/SplineJuiceTemplates and immediately appears in
the Presets gallery as a Saved preset card.