Learn how to create stunning procedural roads in Unreal Engine 5 with a powerful PCG (Procedural Content Generation) toolset. This step-by-step tutorial covers setting up nodes, optimizing road generation, and integrating landscapes seamlessly. Perfect for game developers looking to elevate their open-world or racing projects!
https://dev.epicgames.com/community/learning/tutorials/9dpd/procedural-road-generation-in-unreal-engine-5-pcg
This helped me build a protoype for a spline based pcg river, thanks!
If you follow the tutorial more closely you should get a pretty versatile road system tho
Even without a complete grasps of all pcg concepts. But do not expect in depth explanations, that obviously is not the goal of the video.
After reading some of the newer pcg docs I think moving from structs to Data Assets would be the 5.5 way correct?
It can be done with data assets but it will not be so easy to add new items like with the structs. You can directly add your items to the BP variables.
With Data assets the benefit is if you swap the asset entirely, so lets say you have a Highway asset and a Dirt road asset where all the meshes and settings are different. This will allow you to just swap the Data Asset for a completely new look. But if you want to have 10 different highway types you need 10 different Data assets and the setup with structs in BP you can easily edit any part of the asset on BP level, so it is a different approach based on what you need.