Hi,
I have just started a new project which is about creating roads network at run time like in a regular citybuilder.
I know that the fantastic Cities Skyline was developped on Unity3D, but i hope the same can be done with UE4.
I know how to tile a static mesh component through a spline via blueprints, but say i have 1000 roads in my game, don’t you think it’s better in term of optimisation to replace the spline with a dynamically created static mesh through c++ programming (when the player validates the road) ?
If so, is it possible ? and will the UV texture mapping be clean enough to get not stretched roads textures on the mesh ?