Unreal Engine –WorldScape Plugin – Making real planets and Endless worlds V1 UE136

WorldScape Plugin - Making real planets and Endless worldsV1

WORLDSCAPE PLUGIN brings Clipmap-based terrain technology to Unreal Engine

Create endless optimized PLANETS and LANDSCAPES

Unleash the limitless potential of world creation with the Worldscape plugin for Unreal Engine! With its 64-bit precision geometry technology, you can effortlessly craft infinite flat and spherical worlds for your single player or multiplayer game. The instanced and multithreaded procedural foliage generation will bring life to your terrain with ease.

You can also tailor your terrain by importing 8-bit or 16-bit heightmaps and applying them as decals. The customizable noise-based biome system in C++, realistic lighting for planets, procedural surface materials, and custom gravity for planets provide an even more immersive gaming experience.

Don’t wait to dive into the creation of amazing worlds with Worldscape! Purchase the plugin now and explore all the possibilities.

🌍 MAKE A PLANET : HIGHLIGHTING THE PLUG-IN

🔗 MORE INFORMATIONS : Documentation

🔧 Free support : DISCORD (The price of the plugin is high, if you have problem, we are here to help you.)

📡 Used in : QANGA GAME (SurvivalSandboxSpaceOpera)

Assets Integrations Examples :

  • UltraDynamicSky : Here
  • Ascent Combat Framework v2 : Here
  • ALS Locomotion v4 : Here
  • Oceanology 5 : Here
  • RPG Survival v3 : Here
  • Amazing Sci-Fi Environment and Flying Vol.1 : Here

NotePatch : Update 2.4.0a (Publish 20/11/2022) :

Major Change : Foliage Spawn hot improve

  • Foliages System rework and upgrade
  • Added 2 new foliages type : [Foliages Cluster] and [Actor Foliages]
  • WorldScape Foliages Cluster allow to spawn together a groups of different foliages
  • WorldScape Actor Foliages allow to spawn custom blueprint using the foliages spawn system
  • Foliages Placement Constraint has been reworked to add Ideal range, so you can tell the engine the min and maximum range for starting spawning, which will increase the foliages count as you reach the more ideal value, allowing for more control over your foliages density

Change :

  • Work on Unreal Engine 5.0.3 and 5.1 git
  • New General material with optimised logic and noise procedural for mask. More accured for temperature and huminity.
  • Improve on Nanite mesh spawn (Foliage) add override material on asset foliage

Add :

  • Add editor tools for display debuging value
  • Procedural Wind sound with metasound
  • Actor to easily create your planet ( description for this actor here )
  • New noise : PlanetTerraNoise ( noise for earth like surface )
  • New noise : WarpedNoise ( noise for ice planet )
  • Add a new level demonstration Earth like planet setup using PlanetTerraNoise
  • Add a new level demonstration Ice planet using WarpedNoise

READY for DedicatedServer & ListenServer

Technical Details

  • ClipMap’s based terrain technology. View
  • Create infinitely large and tiny flat/spherical worlds.
  • Smart terrain level of detail to achieve maximum performances.
  • Procedural foliage generation through temperature, humidity, height, noise mask, slope parameters and clusters.
  • Noise-based biome system customizable C++
  • Import HeightMaps 8/16bits : View + View
  • Surface Collision : View
  • NavMesh : View
  • WaterPlugin: View
  • Procedural Wind
  • Materials Procedural for surface.
  • Realistic Gravity for planet(Experimental)

Code Modules:

  •  WorldScapeCore – Runtime
  •  WorldScapeEditor, WorldScapeFactory, WorldScapeNoise, WorldScapeVolume – Editor

Network Replicated: Yes (for DedicatedServer & ListenServer)