Summary
This chapter showed how to do procedural generation using the Construction Script. We created a Blueprint that adds rows of static mesh instances in the level. The Static Mesh, the number of rows, and how many instances per row can be changed in the level.
We also learned how to create Blueprint Splines to spawn instances along a path and saw that there is a Spline Mesh Component that can be used to deform a Static Mesh.
We also looked at the Editor Utility Blueprint, which is useful to create functions that run in the Editor and can manipulate Assets and Actors in edit mode. We created an Editor Utility Blueprint with a function that aligns the selected Actors.
The next chapter will explain what a Product Configurator is. We will learn how to use the Variant Manager panel and Level Variant Sets to define a Product Configurator.