Hi there,
I’m very new to the Procedural Generated Content (PCG) and trying to build PCG component which will allow me to generate rooms. I faced this issue where I can’t position meshes only at the edges of the bounding box which will be the walls. I tried DistanceToDensity but it’s not tied to the size of the bounding box size and there is only a radius. There are plenty of tutorials on randomly generated content or splines but I need to give some rules in order to generate it. (Maybe there is a solution to automatically generate splines around the edges of the bounding box)
I’m trying to achieve something like this: xpr_001 | Unreal Engine 5.2 PCG Framework for interiors - YouTube
Hello, I am also looking for a solution. I thought the raycast hit query would work for this, but to my horror, I discovered that it only works from a world center (which can be decided by the node but is not dynamic). Raycasting is great for sampling from top to bottom, but from the world center, it gives rather disappointing results (especially when it comes to points that will be used for distance-based filtering). I don’t understand why the surface sampler can’t be used vertically; it would be much more intuitive. Does anyone have a solution to this problem? Let’s say we have a volume that hits walls; I would like to distribute the points only on the walls (and then it would be sufficient to project them downward with a raycast if needed).