Mesh Scattering

VortexRepeater Actor

The VortexRepeater scatters static meshes procedurally along the vortex tunnel.

Configuration

  • Mesh Array: List of meshes to scatter
  • Spacing: Distance between mesh instances
  • Random Offset: Variation in position
  • Rotation: How meshes are oriented
  • Scale Variation: Random size changes

Custom Repeater Data

Create custom data structures to control scattering:

  1. Define mesh placement rules
  2. Set density variation along the spline
  3. Configure clustering patterns
  4. Add randomization seed for consistency

Performance Considerations

  • Use instanced static mesh components
  • Implement distance-based culling
  • Reduce mesh complexity for distant objects
  • Limit total instance count

Use Cases

  • Debris floating in the vortex
  • Crystal formations along walls
  • Architectural elements
  • Collectible pickups
Procedural Vortex Tunnel - Documentation | Athian Games