Unreal: Random PCG Spline Mesh with Post Process Function
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hello everyone today we are diving into something really exciting how to create random procedural content generation for spin meshes it doesn't matter if you're crafting roads rivers or dynamic Pathways PCG is really great for adding Dynamic random field to every object that you generate in the current version of the engine 5.5 five you cannot natively add randomization to the spine meshes that support curving for the mesh so you can add this function ality by combining this with a post-process function and you can achieve very very high end level effects with this so let me walk through the example that I created here you can see that the first spline has just single mesh which is the native support of the current wine mesh and the second one has a function in the blueprint that generates random amount of this second mesh that we entered here this random mesh and this can also be an array of meshes so you can add multiple ones and just pick random of them and you can enter the percentage of the random element that you want to have if I enter 100 you can see all of the meshes are the random mesh and I added to start mesh and an end mesh which you can place at the beginning and the end of your spine so let me walk through how this example is created it's really not that hard it's just a extra step from PCG to control after you have generated the spine to swap the meshes with your variables in your blueprint so in my level I have a blueprint which you can see it's the same blueprint as before this is the random mesh we can give it percentage and so on so the same blueprint and the PCG graph attached to this blueprint let's start first with the PCG graph because it's very very simple so here is the PCG graph all of these calculations here you can skip if you just want