
Description
Build large, explorable spherical worlds directly in Unreal Engine with Procedural Planet Generation.
Key features include:
Runtime generated planets with seamless transitions from ground to space
Standard static mesh and Nanite terrain rendering
Material-driven workflow
Procedural biome layers
Multiple biomes with smooth transitions
Custom planet material nodes
Biome aware foliage with mesh variants, density masks, slope and height filters
CPU and GPU foliage rendering paths
Planetary water with GPU ocean wave simulation
Water underwater post-processing support
Collision and hardware ray-tracing proxy generation
Volumetric cloud integration helpers
Editor-time generation
Blueprint runtime controls
Example planet, level, materials, data assets, water, foliage, and cloud content
Note:
Generated terrain supports Hardware Lumen through ray-tracing proxies. Software Lumen is not supported.
Currently, terrain collision is generated only for chunks near the player. The active range is configurable. This limitation is expected to be improved in future updates.
SM6 and SM5 is supported (example level is optimized for SM6 because the foliage uses Nanite)






