WORLDSCAPE PLUGIN brings Clipmap’s based terrain technology to the Unreal Engine 4, 5.1*
Asset Integrations : UltraDynamicSky : rel=”nofollow” target=”_blank”>Here Ascent Combat Framework v2 : rel=”nofollow” target=”_blank”>Here ALS Locomotion v4 : rel=”nofollow” target=”_blank”>Here Oceanology 5 : rel=”nofollow” target=”_blank”>Here RPG Survival v3 : rel=”nofollow” target=”_blank”>Here Amazing Sci-Fi Environment and Flying Vol.1 : rel=”nofollow” target=”_blank”>Here NotePatch : Update 2.3.1 (Publish 31/12/2021) : Update 2.3.1 : Addition : Added a new “cube noise” noise Bug Fix : Foliage for UE5 Many crash related to exiting (and more rarely entering) play-mode inside editor Collision issue, it no longer regenerate when moving, fixing the issues of character flickering on the surface Some compilations issues fixed Fix issue with planet scale on play Fixed Memory leak Know Issues : Lod present in editor are keep when “play in editor”, Regenerating the planet, playing in standalone or playing in Simulate then posses player are ways to avoid the issue. READY for DedicatedServer & ListenServer Technical Details ClipMap’s based terrain technology. rel=”nofollow” target=”_blank”>View Create infinitely large and tiny flat/spherical worlds. Smart terrain level of detail to achieve maximum performances. Instanced, multithreaded procedural foliage generation through temperature, humidity, height, noise and slope parameters. Noise-based biome system customizable C++ Import HeightMaps 8/16bits : rel=”nofollow” target=”_blank”>View + rel=”nofollow” target=”_blank”>View Surface Collision : rel=”nofollow” target=”_blank”>View NavMesh : rel=”nofollow” target=”_blank”>View WaterPlugin: rel=”nofollow” target=”_blank”>View Layer Materials procedural for surface. Realistic Gravity for planet. (Experimental) Code Modules: WorldScapeCore – Runtime WorldScapeEditor – Editor WorldScapeFactory – Editor WorldScapeNoise – Editor WorldScapeVolume – Editor Network Replicated: Yes (for DedicatedServer & ListenServer)
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