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Learn how to build randomly generated skyscrapers using UE5.3's procedural content generation tool. The skyscrapers are split up into city blocks, with spaces for a road grid between them. The generation is fast and stable -- I'm able to generate skyscrapers comprised of 15 million total static meshes in under 2 minutes, and I haven't run into a crash yet! I'll dynamically create a bunch of splines, use a loop subgraph, make some other subgraphs to use as functions, and split the ISM spawns into their own separate actors. I'll also show you a way to dynamically enable collision when the player gets close, which lets you spawn the static meshes with no collision for much faster generation. 0:00 - Intro 0:40 - Creating a corner piece static mesh 2:40 - Starting the build 3:30 - Creating walls and corners 11:40 - Creating the stories 16:18 - Creating floors and adding the roof 21:30 - Creating multiple buildings (using a loop subgraph) 25:07 - Adding config variables 36:45 - Creating some subgraph functions 43:50 - Oops, forgot to hook up variables to the floor creation 49:19 - Randomizing building sizes and packing them into a city block 1:02:20 - Adjusting building sizes so they fit seamlessly together 1:06:30 - Spawning buildings with the randomized sizes 1:12:00 - Using Target Actor to speed up static mesh spawning 1:13:40 - Dynamically enabling collision when player is close 1:19:45 - Outro