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Patterned Advance Spawning System Endless Runner Unreal Engine 5 (Part 9) | Beginners Friendly

285 views· 11 likes· 7:57· Oct 24, 2025

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In this video, we saw How to Spawn Obstacle and Platforms Pattern wise in Unreal Engine 5 and How to make advanced spawning system in Unreal Engine. How to Spawn Obstacles and Platforms in Unreal Engine Download Project File: https://www.patreon.com/posts/endless-runner-141282060 Join My Discord Server: https://discord.com/invite/4nNtzmjhQZ If this video helped you, please drop a like and subscribe to my YouTube channel: @VercionGames Download My Games From Here: https://play.google.com/store/apps/details?id=com.vercion.Rampit Contact me here: vercionstudio@gmail.com Music Used in the video: Teapot by Lukrembo https://freetouse.com/music Current Subs - 1795 ___________________________________________________________________________ How to make Subway Surfers in Unreal Engine 5. How to make Temple Run in Unreal Engine 5. How to make games in unreal engine 5, How to make a complete game in Unreal Engine 5, ,ue5 first game,ue5 beginner tutorial,ue5 how to make your first game,unreal engine 5 simple beginner tutorial,unreal engine 5 easy first game,unreal engine 5 beginner game,unreal engine 5 how to make a game on unreal engine 5, unreal engine 4,ue4,unreal engine 5 easy game tutorial,ue5 make your first game tutorial, beginner first game in ue5 ___________________________________________________________________________ My Laptop Specs: 16 RAM DDR4 RTX 3050 AMD Ryzen 5600h #unrealengine #ue5 #ue4 #ue4tutorial #unrealengine4 #unrealengine5 #blueprints #GameDevelopment #subwaysurfers

About This Video

In Part 9 of my Unreal Engine 5 endless runner series, I build an advanced spawning system where obstacles and platforms spawn pattern-wise instead of being totally random in the lanes. I start by fixing a small but important visual issue: at the beginning the player can see the start of the road, so I just shift the road a bit backward to hide that seam and make the run feel cleaner. After that, I set up a proper data-driven workflow using an Enum and a Struct. I create an “Objects to Spawn” enum (Obstacle, Platform, None), then a “Lane Spawn Struct” with Lane 1/2/3 values. In the GameMode, I store an array of these structs as my spawn patterns, so I can define combos like obstacle+platform+empty, single obstacle, single platform, mixed patterns, or even all lanes empty. In Blueprints, I pick a random pattern index, break the struct, shuffle the lane values so nothing is permanently bound to a specific lane, then loop through each lane and use a switch on enum to spawn the correct object (or nothing). Finally, I also mention keeping platform collisions simple (like using a basic box) so the game runs smoothly.

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