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.