Open the gallery
In the separate example project, open /Game/ProceduralVinesDemo/Maps/L_VineGallery and press Play. The level uses a first-person demonstration Character with the Vine Climb Component and a diagnostic HUD. The example archive requires the matching Procedural Vines plugin installed separately.
Each station isolates a workflow. Inspect its actors in the editor to see the source settings, then compare changes during play.
Swipe the table to read every column.
| Key | Station | What to inspect |
|---|---|---|
| 1 | Surface Following | Check the generated paths against the supporting collision surfaces. |
| 2 | Branching & Shape | Compare branch layout and stem form controls. |
| 3 | Opening Exclusions | Inspect vine paths and leaf clearance around reserved openings. |
| 4 | Leaf Workflows | Compare procedural quads and instanced mesh foliage. |
| 5 | Runtime Regeneration | Request changes and watch generation state and completed metrics. |
| 6 | Character Climbing | Try surface attachment, movement, release and jump-off. |
Controls during play
Swipe the table to read every column.
| Input | Action |
|---|---|
| W / A / S / D | Walk; while attached, move vertically and laterally along the surface. |
| Mouse | Look around. |
| 1–6 | Select a feature station and move to its entry viewpoint. |
| E | Try to grab the surface in front of the Character, or release the current attachment. |
| Space | Jump normally or jump away from the surface while climbing. |
| R | Regenerate the selected station's vine actors. |
| N | Increment each selected actor's Random Seed and regenerate. |
| L | Toggle Spawn Leaves on selected actors and regenerate. |
| C | Cancel generation and clear selected actors. |
| + / − | Increase / decrease leaf density by multiplying Leaf Spacing by 0.8 / 1.25, limited to 5–240 cm in the demo. |
These keyboard bindings belong to the example project. The plugin's Character component exposes Blueprint calls so you can use your game's own input scheme.
Editable Blueprint examples
The example project includes actor Blueprints under /Game/ProceduralVinesDemo/Blueprints. Open one, inspect its Class Defaults and place an instance to reuse its configuration.
Swipe the table to read every column.
| Blueprint | Study |
|---|---|
| BP_VineSurface | Surface-following configuration. |
| BP_VineOpenings | Opening-exclusion configuration; check its world-space boxes against your building. |
| BP_VineLeafVariations | Instanced leaf mesh variation configuration. |
| BP_VineRuntimeExample | Includes a RebuildVine function wired to the native Regenerate call. Call it after changing settings and wait for Is Generating to become false. |
These are editable actor examples. The plugin does not provide a custom node-graph editor.
Read the HUD
The HUD reports the selected station, its actor and busy counts, stored strand count and total path length. The generation, game-thread slice and worker figures are the maximum completed values among that station's actors. The displayed frame delta describes the current demonstration frame; it is not a benchmark or a guaranteed performance result.
After R or N, wait for the busy count to return to zero before comparing final counts. Use C followed by R to compare an empty station with its regenerated result. Keep camera, resolution and settings fixed when recording a performance comparison.
Station 6 disables stem collision on its decorative vine actors so climbing traces target the underlying wall. Stem collision remains an optional plugin setting elsewhere.
The demo uses a native first-person Character and HUD. It does not include a character animation or hand/foot IK system. See Character climbing for the manual Blueprint integration.