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Media 1 for listing PlanetX

Description

Turn Your Existing Unreal Engine Level into a Playable Planet

Approach it from orbit. Land on its surface. Continue playing in the Level you already built.

Playable Demo | Documentation | YouTube

PlanetX is an Orbit-to-Ground Entry Toolkit for Unreal Engine 5. It transforms an existing Level into a planetary destination that players can approach from orbit, enter for full Ground gameplay, and leave to return to space.

Keep the world and gameplay systems you already created. PlanetX builds the planetary experience around them with orbital representation, planet-scale coordinates, surface queries, landing transforms, visual proxies, environment authoring, and bidirectional transitions.

Your original Level remains the authoritative gameplay space for collision, navigation, Actors, Level Blueprint, GameMode, and existing gameplay systems.

Two Integration Workflows

• Same World — Keep the planet and Ground gameplay in the same World for the most continuous Orbit-to-Ground experience.

• Level Handoff — Connect separate Orbit and Ground Levels while transferring position, orientation, movement, and travel context to your own Level-loading system.

Core Features

• Existing Level to Playable Planet — Turn a Level you already built into a destination that players can approach, enter, explore, and leave.

• Orbit-to-Ground Travel — Build both planetary entry and return-to-orbit workflows using surface queries, landing transforms, and transition-state handoff.

• Recognizable from Orbit — Bake supported Ground scenery into distant visual proxies that preserve the identity of your environment.

• Planet and Environment Authoring — Create planet surfaces, materials, atmosphere, clouds, sunlight, post process, and space backgrounds with dedicated visual tools.

• Blueprint and C++ Integration — Use Blueprint-accessible APIs, direct C++ integration, and optional movement and gravity support.

• Editor Workflow — Configure Planet Assets, Sections, Ground mappings, transitions, environment bindings, validation, and runtime previews.

Designed to Integrate, Not Replace

PlanetX does not impose a gameplay framework. Your project retains control of Level loading, Pawn spawning, possession, GameMode behavior, movement, networking, and multiplayer authority.

Requirements and Notes

• Requires Unreal Engine’s built-in GeometryProcessing and PCG plugins.

• Planet authoring, Visual Editor, validation, and Proxy Bake tools are editor-only.

• Orbit proxies are visual representations and do not duplicate Ground gameplay or Level logic.

• Runtime World Partition Ground entry is not currently supported.

• Additional environments, vehicles, characters, and effects shown in promotional media are not included.

Third-Party Content

The included sample planet surface and space background textures contain data provided by Solar System Scope / INOVE (solarsystemscope.com/textures), used and modified under the Creative Commons Attribution 4.0 International license. Full attribution is included in the documentation packaged with the plugin, under "Licenses and Attribution > Third-Party Notices".

Developer Program Disclosure

This product was independently developed by me(us) while participating in the Epic Project, a developer-support program of the KRAFTON JUNGLE GameTech Lab. All rights, title, and interest in and to the product are exclusively vested in me(us). Krafton, Inc. was not involved in its development and distribution and disclaims all representations and warranties, express or implied, and assumes no responsibility or liability for any consequences arising from the use of this product.

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