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Spawning Environment In Endless Runner Unreal Engine 5 (Part 12) | Beginners Friendly

243 views· 7 likes· 16:06· Oct 27, 2025

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In this video, we saw How to add procedural Environment in Unreal Engine 5 and how to spawn buildings in endless runner game 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 - 1800 ___________________________________________________________________________ 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 12 of my Unreal Engine 5 endless runner series, I add procedural environment spawning so the game finally starts looking like a real runner instead of just roads and obstacles. I show you how I pick a few meshes (like water tanks, a tunnel, and a bridge), align them cleanly in the level using a split viewport/top view, and then merge multiple actors into a single environment asset. After that, I permanently fix the pivot (centered and at the start of the road) so these pieces can spawn precisely at runtime. Then I set up an Environment system in Blueprints: a Base Environment BP with a Static Mesh component (no collision), child blueprints for each environment mesh, and an array of environment classes in the GameMode. I create a “Get Random Environment” function and a Spawn Environment event in the Flow BP that spawns the environment at a constant start-point arrow location. Finally, I solve the big problems: environments looking too random (using a repeat count + current environment), preventing immediate repeats (temporarily removing the current class from the array), and handling a special “bridge” piece that spans three road tiles (cooldown to skip the next two spawns). I also fix the bridge popping issue by moving the destroy box further back so the player can’t see it despawn.

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