This project was inspired by a concept created by Roman Dubina. The goal was to create a complex procedural fence and wall generator that was robust and primarily used dietetically both inside Blender, and could be used in UE4/UE5 with AlterMesh. The whole thing is driven by splines, and is entirely procedural.
Fences and walls are created along curves. They adjust with terrain, there are fence only and stone only modes, point radius affects post scale and segment tilt cycles through fence types (currently 4 types w/ randomization). There's some more fun stuff like built-in destruction, auto-uving, and auto-splitting fences when a curve's angle is too sharp. Rocks are created using Dual Meshed planes, so the fitting of the stones is essentially perfect before scale offsets and deformation. Materials are also 100% procedural, and utilize a mix of edge and vertex index capturing to ensure proper wood-grain direction.