Roads That Build Themselves — Procedural Roads in UE5

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) ──────────────────────────────────────── 🌍 GET WORLDGEN ──────────────────────────────────────── ► Get it on FAB ($49): https://www.fab.com/listings/e4e93fbe... ► Free Playable Demo:   / 156846235   ► Project File ($20 tier):   / 160313800   ► Documentation:   / 156885289   ──────────────────────────────────────── 🏙️ ALSO AVAILABLE ──────────────────────────────────────── ► CityGen — Runtime City Builder built on WorldGen ($59): https://www.fab.com/listings/943e7e83... ──────────────────────────────────────── 🎮 SUPPORT & COMMUNITY ──────────────────────────────────────── ► Patreon (project files, early access):   / codelikeme   ► Subscribe:    / codelikeme   #UnrealEngine #UE5 #GameDev #ProceduralGeneration #IndieDev #OpenWorld #ProceduralRoads #RoadNetwork #WorldGen #UE5Tutorial #ProceduralTerrain #InfiniteTerrain