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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.

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.

A saved preset stores an opt-in subset of the configuration, ticked when you save it, grouped into four payload groups:

GroupWhat it captures
Spline ShapeThe spline curve, closed-loop flag, default up-vector.
Animation & TimingAuto-play, loop, duration, the timing curve.
Deformation TuningForward axis, follow-rotation, preserve-volume, the behavior curves, sample count, auto-smooth.
AssemblyThe 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.

  1. Configure an actor the way you like it (a built-in preset tweaked by hand is a fine starting point).
  2. On the Presets tab, click Save as Template… (disabled during Play / Simulate).
  3. 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.