Roads That Build Themselves — Procedural Roads in UE5 @CodeLikeMe
Roads That Build Themselves — Procedural Roads in UE5  @CodeLikeMe
Uploaded June 2026 | Updated September 2026, 2 weeks ago
You can't hand-place roads on a world that doesn't exist yet — and a one-time pass at spawn falls apart the moment the player walks past it.

This video shows how WorldGen generates a deterministic road network across infinite procedural terrain — settlements as a pure function of the world seed, roads connected with a planar Relative Neighborhood Graph, and the terrain graded to the road as chunks stream in.

The key property: because every chunk recomputes the same network from the seed, road carving is seam-free across chunk boundaries with no coordination between chunks.

Covered in this video:
✔ Why hand-placed roads break on infinite worlds
✔ Deterministic settlements — pure function of (seed, region)
✔ Settlement validation — flat ground, above sea level, below snow line
✔ Relative Neighborhood Graph — planar, connected, no crossings
✔ Slope-weighted A* routing with straightness control
✔ Terrain deformation — flat road bed + feathered shoulders
✔ Water avoidance + above-water causeway clamp
✔ Level junction pads at every settlement
✔ Seam-free streaming by construction (no coordination, no shared state)

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🌍 GET WORLDGEN
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► Get it on FAB ($49): fab.com/listings/e4e93fbe-9326-40b8-a043-a809f788306a
► Free Playable Demo: patreon.com/posts/156846235
► Project File ($20 tier): patreon.com/posts/160313800
► Documentation: patreon.com/posts/156885289

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🏙️ ALSO AVAILABLE
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► CityGen — Runtime City Builder built on WorldGen ($59): fab.com/listings/943e7e83-f24c-4914-a3b5-d6ac38a9f017

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🎮 SUPPORT & COMMUNITY
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#UnrealEngine #UE5 #GameDev #ProceduralGeneration #IndieDev #OpenWorld #ProceduralRoads #RoadNetwork #WorldGen #UE5Tutorial #ProceduralTerrain #InfiniteTerrain
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Roads That Build Themselves — Procedural Roads in UE5

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