I am trying to make a spline path in unreal using PCG and blueprints. The spline spawns a dirt road mesh, and if the mesh is high above the ground it will generate walls. The walls have two main sets of arrays that are combined, the top part of the wall and the bottom part of the wall. These array coordinates are given to a dynamic mesh to create the wall.
This creates a few issues.
-The side walls are not exactly on the spline path. This can cause the wall to be detached to the spline under the dirt road too much. Using an int you input the width of the wall to set the wall position.
-The line of the spline itself is not exactly where the mesh spawns. It can be a little bit above or below it. Because of this the walls could be too much above or below the mesh. This has been fixed by doing a line trace from the bottom wall points upwards.
-If the spline has to bend to the left or right at all, the wall mesh breaks, I don’t know how to solve this besides building the entire. I think this is because im using the triangle mesh to spawn it.
Is there an easier way of doing thins?
Any thoughts or guidance is apricated, but please respond in detail instead of a five word response.

