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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