
描述
Intro: https://youtu.be/FD6ZBt-oQ28?si=Vk1hzYAXAOKvXV0s
Tutorial: https://youtu.be/Wh2cyo2DtcA?si=BZR_HkPm5_SCMa20
DRAW A SPLINE. CLICK BAKE. GET A CASTLE.
Castle Wall Generator turns a spline into a complete medieval curtain wall — segments that follow your curve, towers placed at the corners and intervals, gates with portcullises that open, close and drop when the gate falls, and staircases onto the wall walk.
Then knock it down. Every wall piece is destructible through Chaos: segments shatter, towers lose their crowns, debris flies and settles, dust and smoke roll off the impact, and falling masonry crushes what is underneath it.
AI THAT USES THE WALL
This is the part most wall kits skip. The staircases generate navmesh, so your soldiers walk up onto the wall walk and patrol it — not scripted animation, real navigation. A garrison system spawns defenders at the foot of each staircase, and a patrol path runs outside the wall. The README documents the exact navigation settings, because nav setup is the one thing that will otherwise cost you an afternoon.
NON-DESTRUCTIVE RE-BAKING
Move a spline point and re-bake. The slots you hand-edited, locked or deleted stay exactly as you left them — they are matched by a stable ID, not by index. You can iterate on the layout without losing your hand work.
BUILT FOR PERFORMANCE
Wall segments batch into HISM instances at bake time, so a full castle ring draws in a few dozen calls instead of hundreds. All 31 meshes are Nanite-enabled. Wall actors tick only while settling or collapsing, then stop ticking.
WHAT YOU GET
BP_WallSplineActor — the generator: spline, layout rules, live preview, Bake
Destructible curtain-wall segments
Round towers and square towers with a separate crown that can be shot off
Gate tower with an animated portcullis
Procedural stairs, tower- and corner-aware
Buttress and ruined-stub decorations with seeded scatter
Torches, flags, and the Chaos collapse effects
A demo map with a fly-cam and firing cannons
C++ source included. No game-code dependencies — the plugin is self-contained and drops into an existing project. Everything is drivable from Blueprint; you never have to touch the C++.






