
描述
PathCraft is a one-click auto-routing spline system for Unreal Engine. Drop a start and end point and it conforms to your terrain automatically - no landscape carving, no manual point-placement, no clipping through geometry. One system covers rivers, roads, trails, and fences, and every route is fully hand-editable afterward: drag any point to fine-tune it manually, or drag the destination marker to trigger a full automatic re-route that finds its own way around obstacles.
Routed for you, not carved by you. PathCraft's TerrainFollow mode conforms a spline to your landscape's real elevation - no sculpting, no manual point-dragging along a slope, no z-fighting with the ground. Point it downhill and it finds a natural drainage line; give it a destination and it path-finds a route there, respecting grade limits and a configurable minimum corridor width so it only threads gaps wide enough for what you're building.
One system, four use cases. Water, Road, Trail, and Fence profiles share the same underlying router, each pre-tuned for its own grade tolerance and corridor requirements - plus four purpose-built Blueprints (BP_PathCraftRoad, BP_PathCraftTerrainRiver, BP_PathCraftGravityRiver, BP_PathCraftFence) so your Details panel only shows the properties relevant to what you're placing.
Genuinely hand-editable. Drag any spline point in the viewport and it goes exactly where you put it - no fighting the algorithm. Drag the TerrainFollow destination marker instead and the whole route recomputes live, obstacle-aware, around whatever's in its way.
Multiple render modes. WaterRibbon for rivers, merged or per-segment DeformMesh for roads and trails, ScatterMesh for fences and post-lines - all non-destructive, all regenerating live as you edit.
Buoyancy included. PathCraftBuoyancyComponent for boats and floating props, tested against both segmented LiveSim water and standard water bodies.
Full source. C++ source included, fully Blueprint-exposed, and scriptable from Python for procedural/batch workflows.
Known limitations: TerrainFollow's obstacle avoidance keeps a route clear of other PathCraft-generated routes it crosses, but doesn't yet recognize them as preferred travel corridors. A street-graph-aware routing mode is a planned future update. Very tightly packed obstacle fields will produce longer, more conservative detours rather than risk a route that doesn't fit. Junctions/intersections/roundabouts and a runtime routing API are planned for post-launch updates.
Full documentation: https://claude.ai/code/artifact/7534d04f-086b-4aca-abeb-8f009271a0d9



