How can I create runtime spline paths that merge when two points are close?

I want to make exactly what Jurassic World Evolution 2 does with its road system. So far I can make a spline place points around my level on click, and I am sure I will figure out the mesh placement on the spline as I have done it before with off-runtime splines.

But I need my meshes to merge nicely when two points are close to each other, in the exact way JW does it. Can anyone give me some key words on what I should be looking for in order to make this in UE5? There’s not much info on runtime splines around, don’t know why.

Jurassic World Evolution Path Design | Speed build

Hi @NtinosFerret
Let’s see…

In order to get seamless mesh transitions between adjacent spline points like in Jurassic World Evolution 2, focus on the following key areas in UE5:

Spline Mesh Component: Use it to place meshes along your spline path and set their position, rotation, and scale dynamically.

Mesh Blending: Use vertex painting or texture blending for merging meshes at junctions seamlessly, ensuring smooth transitioning

Spline Tangents: Correctly control mesh orientation and smooth transitions by editing the spline tangents for curves and closed points.

Auto-Adjust Mesh Length: Automatically scale meshes based on the distance between the spline points to prevent gaps or clipping when the points are close to each other.

Procedural Mesh Generation: Leverage the use of the Procedural Mesh Component to create dynamic road geometry that adapts at runtime

Mesh Merging: Automatically merge meshes when close to each other, with smooth joins and no visible problems

Collision Handling: Manage collision to avoid physics issues when meshes are close, by using collision presets.

Blueprint Scripting: Script mesh placement and mesh resizing at runtime with Blueprints for dynamic mesh merging and resizing control