Troubleshooting
The mesh doesn’t deform when I scrub Progress in the editor
Section titled “The mesh doesn’t deform when I scrub Progress in the editor”This is expected. The dynamic materials that carry the effect are created when the game starts, so the deformation is play-time only: it shows in PIE / Simulate, not while scrubbing the slider at edit time.
To preview at edit time, use the panel’s Live Preview toggle. To drive it
at runtime, use Auto Play or SetProgress(). See
Playback & Blueprint.
Live Preview is on but nothing happens
Section titled “Live Preview is on but nothing happens”The deformation is only visible once the slot’s deform material exists. Generate first, then preview: on the Meshes & Materials tab, click Generate Deform Materials, then flip Live Preview on.
The moving mesh ghosts or smears
Section titled “The moving mesh ghosts or smears”If the mesh leaves a trail under TAA / TSR, its material is missing the
motion-vector wiring (the previous-frame parameters and the
PreviousFrameSwitch). Materials authored by Generate include this
automatically. If you wired a material by hand, see the
Material Contract; make sure the
SplineJuice_Prev* parameters are present.
The mesh gets culled / clipped while deforming
Section titled “The mesh gets culled / clipped while deforming”WPO pushes vertices outside the mesh’s original bounds. Spline Juice
auto-expands each mesh’s bounds while deforming and restores them at rest, so
this normally just works. If you see clipping with a custom material,
confirm the deformation goes through MF_SplineJuiceDeform (which the bounds
logic is matched to) rather than a hand-rolled offset.
My Assembly section only shows a “Bake Pieces…” button
Section titled “My Assembly section only shows a “Bake Pieces…” button”Assembly is bake-gated: the controls only appear once the mesh is split into pieces. Click Bake Pieces…, choose a split mode, preview, and Commit. See Assembly Along the Spline.
The piece preview collapses to a single piece
Section titled “The piece preview collapses to a single piece”The mesh is welded; the split mode found only one connected shell. Switch to a different split mode (Lattice always shatters any mesh into chunks). The Segmentation preview flags this so you can catch it before committing.
I edited the original material’s graph but the effect didn’t change
Section titled “I edited the original material’s graph but the effect didn’t change”The deformation runs through generated variant materials, not your originals. After editing an original’s graph, re-open the panel and choose Recreate from source (not Update) so the variants are rebuilt from the current source. Recreate is destructive to the generated assets only.
Materials warn about missing parameters in the Output Log
Section titled “Materials warn about missing parameters in the Output Log”The material doesn’t expose the required SplineJuice_* parameters. Either run
Generate to author a compliant variant, or, for a custom material, add the
missing parameters listed in the warning. See the
Material Contract for the full list.
The panel won’t open / buttons are disabled
Section titled “The panel won’t open / buttons are disabled”The settings panel is an edit-time tool. Both entry points disable themselves during Play / Simulate, because they write persistent config and content assets that mustn’t land on a transient play-session actor. Stop the simulation and re-open the panel.
My per-actor spline snapped back to the template shape
Section titled “My per-actor spline snapped back to the template shape”It shouldn’t, once you’ve arranged it. A linked template’s Spline Shape is seed-only: it applies to an un-arranged spline, but a viewport point-drag or a Common Centroid aim makes the actor’s spline authoritative. If a shape did get overwritten, it was still un-arranged at the time. See Reusable Templates.