Procedural Item Placement Examples

A small variety of Blueprint exercises I've done in Material editor, Niagara Module editor and general Class Blueprinting.

Spline based procedural plant placement system which uses Hierarchal Instances for optimization. Uses Yaki Studio's noise plugins to control placement.

The boulders are tagged to allow meshes to attract or repel plant meshes.

Blueprint driven tool that places non-intersecting static mesh actors that checks for cliffs and concave surfaces.

Took about 4 hours of work, created as a class demo.

Uses line traces aka ray casts to determine if they are hanging off of cliffs. Uses percentage of bounds.

Has a built in solution for concave surfaces to adjust clipping through use of more ray casting.

Example of different forms of actor placement: random, shuffle, mirroring and intelligent random placement (e.g. only 1 black & white queen, pieces cannot accidentally overlap, & grid snapping).

Attaches static mesh particles to a skeletal mesh actor and snaps them Minecraft-style to an invisible grid. Uses modulo to more evenly disperse the particles to prevent overlap, thus requiring fewer particles.

Attaches static mesh particles to a skeletal mesh actor and snaps them Minecraft-style to an invisible grid. Uses modulo to more evenly disperse the particles to prevent overlap, thus requiring fewer particles.

Movement system designed for smoother movement with mouse and keyboard. Uses curves to fine-tune control movements & acceleration and flips to and out of a lock-on mode.

Player head movement instead of snapping will invert to follow opposite to its current direction using modulo.

A simple hex tiles generator

How the tile generator works and how it determines if something is moving out of bounds.

How the tile generator works and how it determines if something is moving out of bounds.

Niagara system which samples materials.

Niagara system which samples materials.

Same deal but it deletes unused particles from the memory.

Same deal but it deletes unused particles from the memory.