Uploaded May 2026 | Updated September 2026, 2 weeks ago
CityGen is an Unreal Engine 5 plugin for building indie city-builder, RTS, and 4X games on top of infinite procedural worlds. It's built on WorldGen — inheriting its chunk streaming, biomes, hydraulic erosion, and foliage systems — and adds the city-builder layer on top: the tools the player uses to actively shape their world. Roads, building placement, and zone systems, all running in real time with no baked landscapes or pre-authored heightmaps.
Last video the player could draw roads and the terrain reshaped itself around them. This video the player can put a road OVER terrain — bridges over valleys and rivers, with pillars underneath, and a different mesh on the bridge span itself. Plus a pile of road-tool polish: continuous joins, self-intersection junctions, Cities-Skylines-style fixed-angle bends, filleted corners, slope-aware drops.
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🌉 CITYGEN — BRIDGES & ROAD POLISH
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► Citygen on FAB: fab.com/listings/943e7e83-f24c-4914-a3b5-d6ac38a9f017
► Built on WorldGen — get WorldGen on FAB: fab.com/listings/e4e93fbe-9326-40b8-a043-a809f788306a
► WorldGen Project File: patreon.com/posts/158314143
► CityGen (early access + project files): patreon.com/posts/159347008
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IN THIS VIDEO
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✔ Bridges — road above terrain leaves the ground untouched
✔ Hysteresis — bridge spans don't flicker on uneven ground
✔ Pillars — dual ISMs underneath, scaled to fit the gap
✔ Bridge mesh swap — different road mesh on bridge spans
✔ Continuous join — extend, bridge between, close into a loop
✔ Self-intersection junctions — figure-8 roads get auto plazas
✔ Fixed-angle snap — Cities-Skylines-style increment + max bend
✔ Filleted corners — arc-matching Hermite tiles, no kinks
✔ Slope-aware drop — bridge ramps stay at the spline Z
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🎮 SUPPORT & COMMUNITY
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► Patreon: patreon.com/cw/CodeLikeMe
► Subscribe: youtube.com/codelikeme
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#UnrealEngine #UE5 #CityBuilder #GameDev #ProceduralGeneration #IndieDev #CitiesSkylinesStyle #OpenWorld #UnrealEngine5 #CityGen #WorldGen #ProceduralTerrain #Bridges #SplineMesh
► 👇 𝐒𝐮𝐩𝐩𝐨𝐫𝐭 𝐓𝐡𝐞 𝐂𝐡𝐚𝐧𝐧𝐞𝐥 // 𝐁𝐞𝐜𝐨𝐦𝐞 𝐀 𝐏𝐚𝐭𝐫𝐨𝐧!
patreon.com/codelikeme
CityGen is an Unreal Engine 5 plugin for building indie city-builder, RTS, and 4X games on top of infinite procedural worlds. It's built on WorldGen — inheriting its chunk streaming, biomes, hydraulic erosion, and foliage systems — and adds the city-builder layer on top: the tools the player uses to actively shape their world. Roads, building placement, and zone systems, all running in real time with no baked landscapes or pre-authored heightmaps.
Last video the player could draw roads and the terrain reshaped itself around them. This video the player can put a road OVER terrain — bridges over valleys and rivers, with pillars underneath, and a different mesh on the bridge span itself. Plus a pile of road-tool polish: continuous joins, self-intersection junctions, Cities-Skylines-style fixed-angle bends, filleted corners, slope-aware drops.
────────────────────────────────────────
🌉 CITYGEN — BRIDGES & ROAD POLISH
────────────────────────────────────────
► Citygen on FAB: fab.com/listings/943e7e83-f24c-4914-a3b5-d6ac38a9f017
► Built on WorldGen — get WorldGen on FAB: fab.com/listings/e4e93fbe-9326-40b8-a043-a809f788306a
► WorldGen Project File: patreon.com/posts/158314143
► CityGen (early access + project files): patreon.com/posts/159347008
────────────────────────────────────────
IN THIS VIDEO
────────────────────────────────────────
✔ Bridges — road above terrain leaves the ground untouched
✔ Hysteresis — bridge spans don't flicker on uneven ground
✔ Pillars — dual ISMs underneath, scaled to fit the gap
✔ Bridge mesh swap — different road mesh on bridge spans
✔ Continuous join — extend, bridge between, close into a loop
✔ Self-intersection junctions — figure-8 roads get auto plazas
✔ Fixed-angle snap — Cities-Skylines-style increment + max bend
✔ Filleted corners — arc-matching Hermite tiles, no kinks
✔ Slope-aware drop — bridge ramps stay at the spline Z
────────────────────────────────────────
🎮 SUPPORT & COMMUNITY
────────────────────────────────────────
► Patreon: patreon.com/cw/CodeLikeMe
► Subscribe: youtube.com/codelikeme
────────────────────────────────────────
#UnrealEngine #UE5 #CityBuilder #GameDev #ProceduralGeneration #IndieDev #CitiesSkylinesStyle #OpenWorld #UnrealEngine5 #CityGen #WorldGen #ProceduralTerrain #Bridges #SplineMesh
► 👇 𝐒𝐮𝐩𝐩𝐨𝐫𝐭 𝐓𝐡𝐞 𝐂𝐡𝐚𝐧𝐧𝐞𝐥 // 𝐁𝐞𝐜𝐨𝐦𝐞 𝐀 𝐏𝐚𝐭𝐫𝐨𝐧!
patreon.com/codelikeme




![Multiplayer & Passengers — Starship V1.1 for UE5
Starship V1.1 just shipped on Patreon and Fab - adding full multiplayer, passengers , and auto-seat at takeoff to the pilotable spaceship plugin for UE5.
Existing V1.0 buyers get V1.1 as a free auto-update once Fab approves.
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🚀 GET STARSHIP
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► Fab: https://www.fab.com/listings/3f2e3b36-eb5f-468d-a47a-6e378ddefdbf
► Free Demo + Project: https://www.patreon.com/CodeLikeMe/posts/starship-v1-1-163268734
► Discord: https://discord.gg/jRhvJtw5r5
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🛠️ WHATS NEW IN V1.1
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✔ Full multiplayer — client-authoritative flight, server-authoritative possession & seating. Listen and dedicated servers. No changes to your Character or PlayerController.
✔ Passengers — up to MaxPassengers ride welded to the hull with movement and collision frozen. Seated stow mirrored on every machine.
✔ Auto-seat player pawns at takeoff — any player standing on the hull or in the boarding volume when the ship lifts off is seated automatically. Walk-on riders dont get left behind.
✔ Passenger board/leave prompt — same key-aware prompt system as the pilot flow. Press [key] to board when overlapping a piloted ship.
✔ NPC passengers (scripted) — BoardPassenger(Passenger) / UnboardPassenger(Passenger, bForce) server functions accept any pawn. Script AI crew via Blueprint (not auto-detected).
✔ Mid-flight bailout option — bPassengerExitRequiresLanded toggle (default true) keeps riders aboard until landed. Turn off for jetpack characters or emergency ejections.
✔ Runtime-injected UStarshipRiderComponent — passengers command a ship they dont own without character edits or owning-connection juggling.
✔ Movable interaction volume — repositionable in Blueprint to match your ship geometry.
✔ Local pilot/passenger events — On Local Pilot Begin/End and On Local Passenger Begin/End for HUDs that live only on the piloting/riding client.
✔ Smooth proxy interpolation — non-simulating machines chase the replicated transform via ProxySmoothingSpeed.
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🌌 STARSHIP FEATURES
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✔ 6DOF anti-gravity flight with four auto-detected states
✔ Complete walk-up, board, fly, land, disembark loop
✔ Gravity-agnostic — works with world gravity or GravityCore
✔ Full C++ source with Blueprint integration
✔ Ready-to-fly BP_Starship with lander mesh, engine FX, sound
✔ UE 5.4 - 5.8 supported
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🌍 SPACE TOOLKIT
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Starship pairs with PlanetGen and GravityCore for complete space gameplay.
► PlanetGen: https://www.fab.com/listings/96c36654-f244-4c75-a527-cfaaab2d5ac4
► GravityCore: https://www.fab.com/listings/c74de757-8cf8-45ff-9d6e-82d3b421af5b
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🎮 SUPPORT
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► Discord: https://discord.gg/jRhvJtw5r5
► Patreon: https://www.patreon.com/cw/CodeLikeMe
► Subscribe: https://www.youtube.com/codelikeme
#UnrealEngine #UE5 #GameDev #Starship #Multiplayer #UE5Plugin #SpaceGame #NetworkReplication Multiplayer & Passengers — Starship V1.1 for UE5](https://i.ytimg.com/vi/ZHMp2IzTPT8/mqdefault.jpg)





