
Descrição
Landscape Displacement Collision solves a fundamental challenge in Unreal Engine 5: providing accurate physical collision for landscapes deformed by Nanite Tessellation and Displacement materials.
Traditionally, landscape displacement is strictly visual characters float or clip through uneven ground, physics objects ignore surface geometry, and vehicles drive right through rocks and boulders. This plugin bridges the gap by generating precise physical collision meshes around your active actors in real-time. By leveraging Runtime Virtual Textures (RVT) and an Asynchronous Scheduling System, it guarantees zero hitching on the main game thread.
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### What's New in v2.0?
- Native Chaos Heightfields: Completely rewritten architecture using native Chaos physics instead of triangle meshes. Massively improves performance.
- Massive Performance Leap: Asynchronous task graph injection ("FastInject") reduces CPU overhead by 81.7% (updating 5 actors now takes only 0.065ms).
- Physics-Aware Tracking & Predictive Drifting: Tracks simulating components (Ragdolls) seamlessly and uses predictive angular drift to ensure high-speed.
- Automated R&D Benchmarking: Built-in CSV profiling suite to perfectly measure performance across scalable workloads in your own levels.
- Dynamic Weight Scaling (Experimental): Heavy vehicles (like tanks) can automatically sink into soft ground (mud, snow) while light characters stay on top.
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### Demos & Resources
[Community & Support Discord] - Get live help, share your feedback, and join our developer community.
[Video Teaser & Trailer] - See the plugin in action.
[Playable Demo (.exe) 2.0] - Download and test the physics yourself (Windows build).
[Getting Started Guide 2.0] - Comprehensive official documentation and wiki on GitHub.
[Video Tutorial & Setup Guide] - Step-by-step tutorial on how to install and configure the plugin in under 10 minutes.
[Demo Project (Source .uproject) 2.0]- Full source project with all showcase examples (Requires Plugin).
[Tutorial Starter Project] - Clean project template ready for following along with our video tutorials.
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Key Features:
- Universal Physics Support: Seamless collision for characters (Foot IK), rigid bodies, interactive props, and wheeled vehicles.
- Two Operating Modes: Use lightweight tracking components for moving actors, or asynchronous Precompute Zones for large static arenas.
- Zero-Hitch Architecture: Heavy computations are deferred and processed asynchronously via a global scheduler to maintain stable frame rates.
- RVT Integration & Masking: Reads height and displacement directly from the GPU, with built-in support for RVT exclusion masks.
- Physical Material Support: Automatically extracts landscape physical materials to ensure proper footstep sounds, friction, and impact VFX.
- Auto-Registration: Automatically detects and registers active physics bodies and vehicles—no manual Blueprint component setup required!
- Advanced Culling: Automated processing culling based on screen visibility, distance, actor size, and altitude.
- Blueprint Friendly: Full Subsystem API to easily control tracking, adjust runtime scalability, and query telemetry data.






