
Description
A complete, playable space game in one plugin. Procedural planets and ring habitats, a gravity-aware jetpack character, and a pilotable 6DOF starship - already wired together into a working loop.
Land your ship on a world, get out and explore it on foot, then fly to the next one. Nothing to assemble first.
Preview | Playable Demo | Documentation | Discord Community
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THE PLAYABLE LOOP
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▸ Explore a procedurally generated planet on foot, or jetpack across it
▸ Board your starship where it stands on the surface
▸ Lift off and climb out through the atmosphere into space
▸ Cross open space to another world
▸ Descend, pick a spot and touch down on the terrain
▸ Step out and explore somewhere new
Every step is playable in the included demo maps. The ship's door also works in zero-g, so you can board or leave it out in open space if you want to.
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PROCEDURAL WORLDS
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▸ Spherical planets streamed at runtime - no baking, no loading screens
▸ Cylindrical ring habitats (O'Neill style) built from the same terrain pipeline
▸ Layered 3D noise: Perlin, Simplex, Cellular, Ridged, Domain Warp
▸ Spatial climate biomes from temperature and humidity, with polar ice caps
▸ Foliage, dense grass and water, all biome-aware and data-asset driven
▸ Double-precision noise and large-planet clamps for genuinely big worlds
▸ Horizon-based chunk culling - the far side of the planet costs nothing
▸ Many planets in one level: a central LOD arbiter streams full terrain for the nearest world and draws the rest as low-poly far spheres, so only one chunk pool is ever live
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ATMOSPHERE AND LIGHTING
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▸ Per-planet atmosphere data assets drive Sky Atmosphere and volumetric clouds
▸ Shader-space day/night terminator with correct night-side lighting
▸ Cheap far-halo and cloud shells for distant planets
▸ Ring habitats get their own atmosphere shell layers and cloud decks
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THE STARSHIP
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▸ Full 6DOF flight - pitch, yaw, roll, and strafe on all three axes
▸ Gravity-aware: reads the gravity at its location and aligns to it, so the same ship flies in atmosphere and in open space
▸ Hover engines, main engines and a hyperdrive for crossing distances
▸ Landing gear with ground detection and a real landing state
▸ Interior you can walk around in, with a working main door and hatches
▸ Passengers can board and ride - not just the pilot
▸ Flight HUD that reflects landed, hovering and flying states
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CHARACTER AND GRAVITY
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▸ Radial gravity on planets, centrifugal gravity inside ring habitats
▸ Character walks the full surface of a sphere - no fake "up"
▸ Jetpack with a fast-fly hyperdrive ability
▸ Prediction-correct movement built on UE's character movement component
▸ Gravity source actors and volumes you can place by hand for custom setups
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MULTIPLAYER READY
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▸ Gravity, movement and flight state replicate
▸ Boarding, leaving and door control route through server RPCs with server-side validation
▸ Passengers own their own requests, so a rider does not need to own the ship actor
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DEMO MAPS
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▸ MultiPlanetsMap - the full loop, several worlds and the ship. Start here.
▸ PlanetMap_Atmos - one planet, focused on atmosphere, clouds and the terminator
▸ RingMap - a ring habitat with centrifugal gravity
▸ StarshipDemo - the ship on its own, no planet generation
▸ StartMap - a small level-select menu
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BUILT IN C++, DRIVEN FROM BLUEPRINT
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Two runtime modules with full source. Every meaningful parameter is exposed to Blueprint and the Details panel - terrain shape, biome thresholds, atmosphere colours, flight tuning, gravity strength. Drop ASKPlanet or ASKRingWorld into a level and press Play.
The starship has no compile-time dependency on the planet system. It reads gravity through standard engine APIs and binds to a gravity provider by reflection, so you can lift it into a project with no planets at all and it still flies.
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ALREADY OWN PLANETGEN OR STARSHIP?
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SpaceKit is self-contained - it needs neither of them installed.
If you own them, all three can be installed at the same time. SpaceKit's modules, classes and content root are namespaced, so nothing collides. The two copies are independent: a SpaceKit planet is not a PlanetGen planet, and Blueprints written against one will not accept the other. Pick one set per project unless you have a specific reason not to.
SpaceKit's starship will still detect and fly correctly on a standalone PlanetGen planet.
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REQUIREMENTS
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▸ Unreal Engine 5.4 - 5.8
▸ Windows, Mac, Linux
▸ Shader Model 6 feature level (DirectX 12 on Windows, Metal on Mac, Vulkan on Linux) for the terrain's virtual shadow maps
▸ A short list of renderer settings is documented in the included README - the plugin does not change your project settings for you

















