
Modular Meshes or Blueprint Splines?
Both are useful and needed.
But there are times when modular meshes simply don't give you the flexibility to duplicate meshes how you would want.
Because repositioning modular meshes on the fly makes you adjust all other meshes you've already placed, adding significant extra work.
This is where Blueprint Splines come to the rescue.
With Blueprint Splines you can duplicate any meshes along this spline then quickly adjust that spline and all the meshes on it.
This is perfect for environment assets that are seamless and continuous such as wires, cables, ropes, roads, walls.

As well as for any meshes that require spacing between them such as fences, signs, electric poles or any props that needs distance between them.

And this is the tutorial that covers just that!
There are 2 Blueprint tutorials in this post:
You will learn both Blueprint setup methods and how to create various variables to update the Static Meshes, Materials and Collisions to make your Blueprint highly reusable.
If you don't want to build these UE5 Blueprints yourself then the completed versions are available on the World of Level Design Patreon. Become WoLD Patreon supporter and grab these Blueprints and more.
This first tutorial shows how to build a reusable Blueprint that generates continuous, seamless meshes along a spline. It's perfect for wires, cables, roads, walls or any mesh that must follow a path and connect meshes flush end-to-end.
Start with a Static Mesh that will be your default. I'll be using a simple cylinder that will work great for cables or wires. But use any mesh you want as the default.

Keep these points in mind:
Few things you should know what I did to the default Static Mesh I'll be using so we are on the same page:
Right-click in the Content Browser and choose Blueprint Class and choose Actor:

Name it something clear such as BP_SplineMesh_Cable and double click on this Blueprint to open Blueprint Editor.
In the Components panel, click Add and search for Spline (not Spline Mesh):

All remaining work happens in the Construction Script:

This will automatically calculate the size of the mesh.
Create a new variable and name it:
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Set the variable type to Static Mesh > Object Reference:

Make it public (click the eye icon):

Follow the steps to set up Get Bounding Box for calculating the size of the Static Mesh:

This will automatically calculate the size of the spline so it can begin to insert Static Meshes into this spline based on the mesh size.

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This will allow you to change to any Static Mesh you want to use.
From the Loop Body: Add a Spline Mesh Component.



This will allow you to change forward axis to a Static Mesh if it wasn't created on x-axis.

This will allow you to have Static Mesh collisions that are positioned along the spline.


This will allow you to change to any new Material or Material Instance on the Static Mesh.

Note: make sure Set Material is Target is Primitive Component (disable Context Sensitive in the search if needed to find the correct node):
Here is the entire Static Mesh setup:
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You now need location and tangent information from the Static Mesh.
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You have to clamp Start and End Tangents, otherwise you'll have Static Mesh distortions as you increase the Spline length.
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This is the complete UE5 Blueprint Spline Mesh setup for seamless meshes along the spline:
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Compile and save the Blueprint.
Drag the Blueprint Actor into your level and test.

Use the exposed variables in the Blueprint to:

Removing the Subtract 1 after Truncate makes new segments appear as soon as the spline length increases.
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This may work for cables and wires but will show noticeable distortion on larger meshes for walls, roads and more.
This second tutorial shows how to create a reusable Blueprint that generates Static Meshes along a spline but adds optional spacing or distance between them. It will work great for fences, light poles, electric poles, signs or other props that needs space separation between meshes.
We going to take the previous setup and modify 2 sections.
Here is the new setup to add Spacing.
Set it up like so with the previous network:
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Here is the new math setup for making Spacing work. This is done out of Index of For Loop:
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This is the complete UE5 Blueprint Spline Mesh setup for seamless meshes along the spline:
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You now have a reusable Blueprint for placing meshes along a spline, procedurally.
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