
Surface-following vines and thick roots, configurable foliage, cached-path growth playback, runtime regeneration and character climbing.
Native Unreal Engine captures of the demonstration stations. Open an image for a closer look.

Procedural Vines creates branching vine geometry beside collision surfaces. Start with the default wall mode, or enable Allow Horizontal Surfaces for floors, spheres, ramps and supported transitions between connected meshes. Choose a seed and tune branching, taper, smoothing, root flare and foliage. World-space exclusion boxes keep architectural openings clear. In the opt-in surface mode, one strand can continue across supported seams between separate collision meshes. Set an initial local growth direction and tune the step distance to the geometry. The route needs nearby collision support; it does not bridge unsupported air gaps or follow moving geometry automatically. Use procedural leaf quads, one instanced static mesh or a collection of leaf variations. Rebuild in the editor or request regeneration from Blueprint, then check completion and measured generation timings. Reveal or retract generated paths with growth progress, forward/reverse playback, pause and speed controls. Leaves keep their deterministic placements as the cached geometry is revealed. Disable foliage and tune radius, taper and root flare for thick root and tentacle-shaped stems. The separate Vine Climb Component gives a Character collision-based vertical and lateral traversal, release, jump-off and a top-edge mantle attempt. Connect your own inputs and animation logic. The component can climb any compatible blocking geometry, including the supporting walls. This product is in preparation and is not available to purchase yet. Growth playback reveals cached geometry; it does not simulate biological growth, skeletal tentacle deformation or wind. Character animation, IK and network replication are not included.
Use default wall growth or opt into floor and sphere supports. Carry the path between sampled surface normals, then build branching coverage with seeded variation.
Learn MoreGuide one strand across touching floor, ramp and wall components. Tune step distance and collision support at each seam; the path needs a supported route.
Learn MoreTune branches, taper, smoothing, radius variation and root flare. Disable leaves for thick root or tentacle-shaped stems; tight bends can narrow the local tube radius.
Learn MoreReveal or retract cached generated paths from Blueprint, change playback speed and inspect applied progress. Branches appear after their parent attachment; leaf choices stay stable along the same route.
Learn MoreReserve doors and windows with world-space exclusion boxes. Stem paths avoid these regions and overlapping leaf bounds are omitted.
Learn MoreSwitch between procedural quads, a single instanced leaf mesh and randomized mesh variations. Control spacing, density and the size settings for each rendering path.
Learn MoreRequest asynchronous rebuilds from Blueprint, check Is Generating, and read strand counts and generation timings after completion.
Learn MoreAdd the Vine Climb Component to a Character and bind grab, vertical and lateral movement, release and jump-off. Collision channels control which surfaces can be climbed.
Learn MoreMore work in progress products from Athian Games.
Our support team is here to help you get the most out of Procedural Vines. Whether you have technical questions, need integration assistance, or want to report an issue, we're ready to assist.
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