If you don't want to manually draw a spline, the SplineManipulator can draw it for you!
Example Use Case: By placing tags on specific objects in your level (e.g., a cabin and a lake), the system will use pathfinding logic to automatically generate an organic, randomized spline path between those two points. This is incredibly powerful for generating natural dirt trails or winding forest paths without having to place every spline point by hand.
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.