HeavyCoat - Procedural Spiderwebs 🕸️

🕸️ Procedural Spiderwebs – Instant Webs, Zero Pain

Procedural Spiderwebs is your new best friend if you’re done manually placing webs or hand-crafting meshes like it’s 2004.
Drop an actor in your level, hit generate, and the plugin detects corners, finds geometry, picks the best points, and builds a fully UV’d spiderweb mesh on the spot.
All powered by C++ under the hood, fully Blueprint-driven for flexibility.

Spend your time making games, not weaving triangles.

🎉 Overview

Make believable spiderwebs anywhere in your level with automated geometry detection, attachment sampling, and dynamic mesh generation.
Whether you’re dressing up a horror hallway or detailing an abandoned factory, the system handles everything: point detection, mesh building, UVs, materials, clustering, and baking.

🕸️ What is Procedural Spiderwebs?

  • A full detection → generation → baking pipeline for procedural webs in UE.

  • A smart C++ core that finds corners, scores attachment points, ensures clean web shapes, and keeps results deterministic when needed.

  • A ready-to-use Blueprint web actor that builds the actual web mesh via DynamicMesh.

  • A cluster actor + editor tools to group dozens of webs and bake them into static meshes for runtime-free performance.

Place, generate, done.

🔥 Core Features

🧠 Intelligent Geometry Detection (C++)

  • Corner finding (3–4 attachment points)

  • Plane/Opening span mode

  • Automatic best-match selection

  • Shape scoring, equidistance tests, diagonal checks

  • Deterministic or random sampling

🕸️ Procedural Spiderweb Actor (C++ & BP)

  • Procedural mesh (3- or 4-point webs)

  • Automatic UV generation and material assignment

📦 Web Clustering & Baking

  • Use the Editor Utility Widget to cluster groups of spiderwebs

  • Clustered spiderwebs can be merged into a single StaticMesh (best performance)

  • OR... Let the system automatically merge the spiderwebs at runtime to merge them in Dynamic Meshes (less performant but non-destructive)

🎛️ Full Control

  • Adjustable placement radius, trace settings, number of samples

  • Angular separation checks

  • Area and quality thresholds

  • Extensive debug drawing & logging

⚙️ C++ Core + Blueprint Accessibility

  • High-performance logic

  • Fully accessible from Blueprint

  • Clean separation: C++ finds the points, BP builds the mesh

💡 Example Uses

  • Horror/abandoned environments

  • Realistic decay & clutter systems

  • Procedural room dressing

  • Auto-decorated dungeons and caves

  • Dynamic runtime web placement for survival games

  • Artistic stylized webs with custom materials

If it needs a web, this makes it painless.

😎 Why You’ll Love It

  • Zero manual mesh work

  • Generates webs directly from level geometry

  • Deterministic behavior for stable results

  • Clustering/baking saves performance in large scenes

  • Works cleanly in C++ and Blueprint

  • Great for both prototyping and production

📚 Documentation & Installation Instructions

>>DOCUMENTATION 🔗<<

🎥 Video

Coming soon

👾 Community

Questions? Ideas? Want to flex cursed spiderweb screenshots?
Join the Discord!

>>DISCORD LINK 🔗<<