#In Game Track Editor with BP, PCG, Landmass

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jaunty grove
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I've started working on a semi-procedural track building tool for UE5 and wanted to share some progress and get some feedback. I don't expect it to be as in depth as most craft/building systems, but something to quickly iterate on track ideas and maybe give options for creativity from players would be nice.

jaunty grove
jaunty grove
jaunty grove
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alright, i have managed to cut holes in a dynamic mesh based on a spline path, and then sampled the dynamic mesh for pcg points

jaunty grove
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i modified the spline mesh to generate slices of dynamic meshes that are subtracted from a main dynamic mesh. then i copy the form to a static mesh asset and generate my pcg data on the new static mesh data