🕸️ 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
🎥 Video
Coming soon
👾 Community
Questions? Ideas? Want to flex cursed spiderweb screenshots?
Join the Discord!