Scatter static meshes along a spline in Unreal 5 native PCG. Control spacing, density, ground snapping, and random transforms.
SplineScatter distributes static mesh instances along a spline. Draw the path, pick your meshes, set the spacing; the graph handles sampling, mesh selection, ground snapping, and per-instance randomisation.
Built entirely with Unreal's native Procedural Content Generation framework. No Houdini, no Houdini Engine, no external application. Every parameter is an actor property, so each spline you place in the level is configured independently from the Details panel.
What it's for
Roadside vegetation, fence lines and posts, rock borders, debris trails, street furniture, or any run of props that should follow a drawn path rather than fill an area. Because mesh selection is driven by an array, a single spline can mix several meshes in a repeating sequence or in a randomised order.
Features
Even spacing along the spline
Density control with its own seed
Multiple meshes per spline, assigned in order or randomised
Vertical snapping up or down onto the landscape and onto meshes you nominate, with a filter for how landscape hits are treated
Per-instance random offset, rotation and scale ranges
Use in unlimited commercial projects under the selected license tier. Redistribution or resale of source files is not permitted.
90 days on assets and tools; 14 days on courses if under 20% watched. Version updates within the major version are free; license upgrades pay the difference.
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