In a normal point generated PCG graph i would use the difference node to have the difference node to interrupt the generation of it . With a spline mesh however if i connect an actor like a collision box and the spline to a difference node it doesn’t render the entire spline mesh.
though what i want is to have a break there to add destroyed parts instead to its collision edges
what i am trying to achieve is creating a procedural generated bridge with damaged paths
like you would in the image above. ideally this should work among the spline with the curving of the spline mesh rather than adding them in per static mesh spawner.
is there any workaround how i can achieve something like this ?