Use this mode when you need to bend meshes along a curve while simultaneously scattering props alongside it.
Example Use Case: You can generate a curved, deformed asphalt road, seamlessly attach a sidewalk to the edges, and automatically scatter street lanterns at perfectly spaced intervals—all driven by a single spline curve and processed within one system.
Which type of algorithm you would like to use
Project Spline mode - Decide weather to project the result onto the landscape/ underlying collision or not.
Use External Splines Instead - Pick this if you already have a drawn spline (Such as landscape spline)
Splines - An array of External splines to apply the Mesher onto.
Linear Spline - Final geometry will conform to linear spline (Otherwise to smoothed spline)
Loop Spline - Closes the open splines to form a looped geometry.
This array defines geometries that are going to be scattered on your splines.
Layer - Define to which layer this entry belongs.
This parameter is good when you want several meshes to be interscattered such as if you have 2 or 3 different road meshes and you want to randomly switch between them along the path. All objects having the same Layer number are going to be scattered by the same algorithm.
Mesh - Select a static mesh to apply to the meshes (Scatter or deform along spline)
As Cloner - When on, instead of deforming the mesh itll copy the mesh along the spline.
SpawnDistance - Distance at which you spawn copies of meshes.
Double Sided - Only works with As Cloner mode enabled. When Enabled, spawns an object on both sides of the spline.
Offset - Offset along the spline for meshes.
Rotation - Rotation of the mesh as cloner.
Random Z Rotation - Random Z Rotation of meshes when As Cloner mode enabled.
Delete% - % of generated meshes to be deleted.
Transform Min/Max - Min/Max transforms of the generated meshes.
Seed - Define a seed.
This mode creates a natural procedural paths between objects. This mode only works with Static Meshes.
Meshes TAG - Choose a tag that you marked your objects with.
Path Seed - Seed for paths.
Paths Optimize - Optimize the final outputed paths.
Paths Search Distance - This defines how loose the algorithm is going to search for other objects. Defines the final shape of the paths.
Max Path Distance - The Maximum distance to search between objects. (For an example, a value of 1000 would mean that each object is only allowed to see other objects within the 1000 radius)
Max Cluster Radius - Clusters of paths, some objects could spawn several paths if they surrounded by a lot of tagged objects, this defines the maximum radius of the said clustered behavior.
Double Chance - A chance to spawn 2 splines with different end targets.
Slope Avoidance - How much of the slope should be avoided.
Paths Avoid Collision - When "on", would try to sweep through the collision first and try to avoid on found collision.