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Mídia 1 do anúncio WorldGen - Infinite Procedural Terrain | Runtime Streaming | Multiplayer | UE5
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Descrição

WorldGen is a runtime C++ plugin for Unreal Engine 5 that generates infinite procedural terrain with async chunk streaming, layered noise, biome blending, and foliage scattering — all without blocking the game thread.

Drop WorldStreamingManager into your level and get a fully streaming open world in minutes.

Preview | Playable Demo | Documentation | Discord Community


V1.16 Procedural Towns & Roadside Buildings
V1.15 Ocean Waves & Underwater
V1.12.2 Road Meshes and Junctions
V1.12.1 Procedural Road Network
V1.11 Infinite AI Navigation
V1.10 Spatial Biomes
V1.9 Spawn Actors Resources NPCs
V1.8 Exclusion Volumes

V1.7 Grass Upgrade

V1.5 Terrain LOD System

V1.4 Runtime Terrain Deformation

V1.3 Multiplayer Support

V1.2 Erosion

V1.1 Dense Grass

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CORE FEATURES

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▸ Infinite Chunk Streaming — actor pool, no spawn/destroy overhead

▸ Async Mesh Generation — geometry built on a thread pool; game thread never blocked

▸ Async Collision Cooking — on by default

▸ Seamless Chunk Normals — 1-vertex border overlap, no seams

▸ Layered Noise Stack — N layers; layer 0 is the continental mask

▸ CLMNoise (V1.7) — Perlin, Simplex, Cellular, Ridged Multifractal, Domain Warp. No third-party code

▸ Domain Warping — global warp before all layer evaluation

▸ Biome Blending — vertex color weights for Grass / Rock / Snow / Beach / Underwater

▸ Beach Layer — height band above sea level, baked into UV1.x

▸ Spatial Biomes (V1.10) — temperature + humidity noise → Tundra / Boreal / Desert / Tropical, per-biome snow/rock/grass thresholds

▸ Desert Sand Layer (V1.10) — UV1.x sand weight, no material changes

▸ Biome Climate Filter (V1.14) — per-foliage/grass Climate Biomes bitmask: cactus in Desert only, pine in Boreal only

▸ Biome Blend / Sharpen (V1.14) — flat 100% biome interiors that blend only at the edges

▸ Per-Biome Terrain Height (V1.14) — flatten/raise terrain by climate (deserts flatter); roads, rivers and queries follow, seam-free

▸ ISM Foliage System — BiomeFoliageAsset data assets, no BVH spike on chunk load. Optional HISM

▸ Foliage on New Chunks (V1.7) — appears as the player moves

▸ Dense Grass System — ISM ground cover on a world-snapped grid; GrassGridSize (V1.7) fixed spacing; clustering with world-fixed centers

▸ Per-Instance Collision Range (V1.13.1) — one asset, physics only near the player

▸ Hydraulic Erosion — droplet simulation, fully async

▸ Slope Sink Depth — no floating blades on slopes

▸ Terrain Deformation — real-time spherical brushes, persistent across rebuilds (Experimental)

▸ Distance-Based LOD — per-ring resolutions

▸ Deterministic Settlements (V1.12) — a pure function of (seed, region): infinite, reproducible, seam-free

▸ Procedural Road Network (V1.12) — planar RNG graph (≤4 roads/town), slope-weighted A* with water avoidance and causeways, terrain-graded roadbeds + UV1.G tarmac, settlement pads, junctions, spline-mesh roads

▸ Bridges (V1.13) — roads span water with their own deck mesh + material; optional gorge bridging; extend-to-ground pylons

▸ Roadside Props (V1.13) — instanced poles, rails, bollards, pylons with spacing, offset, scale, rotation, snap, bridge filters, collision

▸ Road Data Assets (V1.13) — WorldGenRoadAsset + WorldGenSettlementAsset, reusable across levels

▸ Hitch-Free Road Streaming (V1.13) — time-sliced mesh build; collision only in a window around the player

▸ Roadside & Town Buildings (V1.16) — the Actor Spawner targets the road network: Near a Road / Near a Settlement with an edge-to-edge distance band (one setting fits every building size), Align To Target, Invert (wildlife away from civilisation), Stay On Graded Shoulder

▸ Footprint-Aware Placement (V1.16) — the real oriented footprint stays off tarmac, pads and other spawns; Rest On Ground, Foundation Depth, Stand On Highest Point, Ignore Biome; placed on the built graded mesh

▸ Automated Test Suite (V1.16) — a shippable WorldGenTestRunner actor (also WorldGen.RunTests / -WorldGenTest) visits junctions up to 80 km out, checks road continuity, overlaps, buried/floating tiles, missing meshes, open ports, seams and building placement, and writes a JSON report with screenshots

▸ Road Network Robustness (V1.16) — roads build as soon as either town is in range, one port per road (no double ribbons), pads cover the junction box, level approaches, bridge abutments, seam-free junctions

▸ Floating-Point Precision Fix (V1.6) — no texture stretching at 2M+ world units

▸ Multiplayer Support — streams around all connected players; per-player gravity delay

▸ Dedicated Server Mode — collision geometry only

▸ Exclusion Volumes (V1.8) — flatten terrain and suppress foliage in a placed box, with blend radius

▸ Terrain Query API (V1.9) — SampleTerrainAt() (height, slope, normal, biome weights), GetHeightAtWorldPos(); GetGradedHeightAt() (V1.16) reads the built, graded surface

▸ Actor Spawner System (V1.9) — WorldGenSpawnerAsset scatters real Actors by biome/slope/height, rate-limited; consumed positions save/restore

▸ Runtime Navigation (V1.11 — Experimental) — auto-spawned NavMeshBoundsVolume follows the player; limited coverage at large tile sizes (see Additional Notes)

▸ Subdivided Water & Underwater (V1.15) — subdivided water for WPO waves, Wave Height, shoreline Wet Zone Offset, MPC-driven underwater post-process

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TECHNICAL HIGHLIGHTS

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▸ Pure C++ runtime — Blueprint-friendly exposed parameters

▸ ProceduralMeshComponent-based geometry

▸ CLMNoise — original noise library

▸ Seeded RNG per chunk — deterministic foliage, grass, actor, building and road/settlement placement

▸ Terrain Coverage readout in Details panel

▸ Collision independently toggleable per asset entry for grass and foliage

▸ Listen server, client, and dedicated server — no additional setup required

▸ Nanite compatible — ISM foliage and grass render correctly through Nanite

▸ Self-testing — bundled test runner verifies roads and building placement on any map, headless or in PIE

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INCLUDED

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▸ Full C++ source

▸ Pre-built landscape material with biome blending

▸ Sample foliage and grass data assets

▸ Sample tree, pine, cactus and grass meshes with materials

▸ Sample spawner data asset and demo actor

▸ Gas station, diner, shop row and warehouse building Blueprints with roadside / in-town spawner assets

▸ Sample road, bridge, light-pole and pylon meshes with materials

▸ Sample road + settlement data assets (WorldGenRoadAsset / WorldGenSettlementAsset)

▸ Demo map + automated test map

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PERFECT FOR

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Open-world, survival, RPG and exploration games needing infinite streaming terrain, biome-aware placement, hand-authored areas, AI navigation and connected towns with roadside buildings — without writing the noise, streaming, query, nav or road-routing code yourself.

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ADDITIONAL NOTES

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Requires the ProceduralMeshComponent plugin (bundled with Unreal Engine 5, enabled by default).

CLMNoise is original code — no third-party noise library, no external license requirements.

Runtime navigation is Experimental — set Navigation System → Runtime Generation = Dynamic. At large tile sizes it covers only part of the area; use a smaller tile size / view distance.

Roads render with a mesh + material you assign (samples included); grading + UV1.G tarmac work with no mesh too.

Formatos incluídos