A simple experiment in creating a Houdini engine tool for Unreal. It's essentially a spline-based mesh warping tool. The tool receives Input meshes and a spline/curve and builds a wall for you. It's not the most efficient way to do it but it's a good practice run of how to build out Houdini assets for Unreal. The input meshes, in this case, are Megascans.
Scene before material adjustment. This Environment is a work in progress.