S. Krezel - Procedural Asset Creator

Thank you!
Good news, runtime generation already works and now I’m working on exposing parameters (via UMG widget) & shape spline controls (custom solution), so the end users can tweak the assets by hand in game. For now it works by saving the generators as ‘recipes’ into a Data Table, then loading these recipes at runtime.
As for the collision, it can be set by hand in the editor per-generator, using the basic sphere, capsule and box colliders.
Of course, I’ll post full info as soon as the update is done. There might be a slight delay due to the holiday season, but ~80% of the work is done.