Advanced Spline Component | Roots - A lot of them

Hi guys,
I have a pretty complex question to ask here and I hope this is not to much to ask for, because it’s quite a lot.
Anyway - thanks to everyone who is willing to help me.

So, my problem:
I am pretty new to the Unreal Engine in general and for my latest project I need to place a lot of roots and vines everywhere in the level - with the Spline Component. I followed a lot of tutorials and after two days searching here and there and do some tutorials here and there, I came to the point to ask you. This is what I’ve got so far:

I’ve followed a tutorial by [Dokipen Tech][2]

As you can see it isn’t very flexible, because you have to set variables to get the right interpolation between Spline Points, but it was good enough for me to a certain point.

I want to achieve the following tasks:

  1. Adding multiple meshes.
  2. The first one, the root itself, is fix and every other mesh is randomly distributed over the length of the spline. Here some flowers and there some leaves.
  3. Adjusting the thickness of the roots manually. A way to grab a Spline Point and adjust the ‘thickness’ of the root itself.
  4. Very important the performance. I need to place a massive number of vines over the entire level and the performance is very important. At the moment I use the ‘Add Spline Mesh Component’ but I read several times this is very memory intensive. The better soltion would be to use an Instance. But how?
  5. Near the end, the roots are getting narrower.

I know this is quite a lot, but I hope some of you can help me!

Best regards,
gestoryscht

Oh okay, nevermind. My problem is solved so far.
I watched it yesterday until the 30min mark, but I thought this is for looping tracks only.
No, he adds the option to disable it afterwards.

Here is the link: https://docs.unrealengine.com/latest/INT/Videos/PLZlv_N0_O1ga0aV9jVqJgog0VWz1cLL5f/wR0fH6O9jD8/