Uploaded June 2026 | Updated September 2026, 2 weeks ago
Procedural road systems usually break in the same place: the junctions. Roads arrive at every town at different angles and heights, overshoot the center, hook back on themselves, or just stab into a single point like spokes on a wheel.
This video shows how I fixed it in WorldGen — turning routed paths into real spline-mesh roads, then connecting them cleanly at every settlement.
► WorldGen on Fab ($49): fab.com/listings/e4e93fbe-9326-40b8-a043-a809f788306a
► Free Playable Demo: patreon.com/posts/156846235
► Project Files ($20 Patreon): patreon.com/posts/160454727
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The trick on junctions: docking each road by its actual approach direction (where the A* path arrives), not the straight-line bearing to the next town. Two roads become a through-road; three or four add perpendicular T-branches.
Built on top of the procedural road & settlement system from the previous video — settlements are still deterministic, roads still RNG-graph between them, terrain still grades to the road. This update makes them look and connect like real roads.
Covered in this video:
✔ Spline-mesh roads tiled along smoothed splines
✔ Smooth plan curve + linear height (no floating on slopes)
✔ Bed-matched width — geometry sits on the carved roadbed
✔ Road meshes stream around the player (configurable radius)
✔ Optional collision on road tiles near the player
✔ Square junction box with N/E/S/W ports
✔ Approach-direction docking (not straight bearing)
✔ Through-roads for 2-road towns, T-branches for 3-4
✔ Junction branch overlap to close T-joints cleanly
✔ Debug shape toggle for tuning settlement density and junction size
────────────────────────────────────────
🏙️ ALSO AVAILABLE
────────────────────────────────────────
► CityGen — Runtime City Builder built on WorldGen ($59):
fab.com/listings/943e7e83-f24c-4914-a3b5-d6ac38a9f017
Player-drawn roads + procedural network coexist in the same world.
────────────────────────────────────────
🎮 SUPPORT & COMMUNITY
────────────────────────────────────────
► Patreon (project files, early access): patreon.com/cw/CodeLikeMe
► Subscribe: youtube.com/codelikeme
#UnrealEngine #UE5 #GameDev #ProceduralGeneration #IndieDev #OpenWorld #ProceduralRoads #RoadJunctions #SplineMesh #WorldGen #UE5Tutorial #ProceduralTerrain
Procedural road systems usually break in the same place: the junctions. Roads arrive at every town at different angles and heights, overshoot the center, hook back on themselves, or just stab into a single point like spokes on a wheel.
This video shows how I fixed it in WorldGen — turning routed paths into real spline-mesh roads, then connecting them cleanly at every settlement.
► WorldGen on Fab ($49): fab.com/listings/e4e93fbe-9326-40b8-a043-a809f788306a
► Free Playable Demo: patreon.com/posts/156846235
► Project Files ($20 Patreon): patreon.com/posts/160454727
────────────────────────────────────────
The trick on junctions: docking each road by its actual approach direction (where the A* path arrives), not the straight-line bearing to the next town. Two roads become a through-road; three or four add perpendicular T-branches.
Built on top of the procedural road & settlement system from the previous video — settlements are still deterministic, roads still RNG-graph between them, terrain still grades to the road. This update makes them look and connect like real roads.
Covered in this video:
✔ Spline-mesh roads tiled along smoothed splines
✔ Smooth plan curve + linear height (no floating on slopes)
✔ Bed-matched width — geometry sits on the carved roadbed
✔ Road meshes stream around the player (configurable radius)
✔ Optional collision on road tiles near the player
✔ Square junction box with N/E/S/W ports
✔ Approach-direction docking (not straight bearing)
✔ Through-roads for 2-road towns, T-branches for 3-4
✔ Junction branch overlap to close T-joints cleanly
✔ Debug shape toggle for tuning settlement density and junction size
────────────────────────────────────────
🏙️ ALSO AVAILABLE
────────────────────────────────────────
► CityGen — Runtime City Builder built on WorldGen ($59):
fab.com/listings/943e7e83-f24c-4914-a3b5-d6ac38a9f017
Player-drawn roads + procedural network coexist in the same world.
────────────────────────────────────────
🎮 SUPPORT & COMMUNITY
────────────────────────────────────────
► Patreon (project files, early access): patreon.com/cw/CodeLikeMe
► Subscribe: youtube.com/codelikeme
#UnrealEngine #UE5 #GameDev #ProceduralGeneration #IndieDev #OpenWorld #ProceduralRoads #RoadJunctions #SplineMesh #WorldGen #UE5Tutorial #ProceduralTerrain










