From the stones to a wall
I had five stones sculpted in ZBrush and wanted to build walls from them in Unreal, with controls I could change in the editor.
The AI agent built the Blueprint through MCP. The setup developed in small steps: instancing the stones, changing the wall dimensions, adding variation and a seed, then trying damage and rubble.
Getting the stones to fit
The gaps were the main problem. Changing a stone’s footprint on a fixed grid could leave open joints or blocks floating above the row below.
Repeating one mesh made the wall fit together cleanly, but it also made the repetition obvious. Using the whole kit needed placement rules that took the different stone sizes into account. Random scale was easier to use in the rubble than in the intact wall.
The recorded test
The June recording shows the wall at different heights and damage states. It’s a working prototype, and the fit between varied stones still needed attention.
Building the graph a little at a time also made problems easier to find. The agent’s editing tool rolled back an operation when a node was invalid, so trying to build the whole graph in one step made debugging harder.
Spacing and repetition still need work before this is ready to use as a production tool.