Calysto World (Previously Massive World) - Procedural world generation with PCG

šŸŽ„Trailer | šŸ”„Quickstart (by Connor Hill) | šŸ““Documentation | šŸŽ®Discord | ⭐ Review

Work smarter.

Massive World is a powerful PCG (Procedural Content Generation) tool designed to help you create large-scale procedural landscapes, forests, and biomes in a few clicks. Draw procedural biomes, rivers, roads, or even cliffs directly in your world with a non-destructive workflow.

Seamlessly integrated with World Partition, Massive World enables scalability and performance out of the box.

Supports realistic, stylized, and low-poly environments.

šŸ”„NEW: Massive Dungeon is out!

Update 1.4 is out![Video]

šŸ“„Features:
  • A non-destructive workflow

  • Create landscapes in a few clicks.

  • Draw PCG procedural biomes, roads, lakes, and rivers directly on the terrain!

  • New biome priority system (create biome inside biomes)

  • Build to scale for your massive open-world

  • Spawn level instances with procedural logic

  • 70 4k heightmap stamps

  • Data-oriented

  • Integration with Massive Village and Massive Dungeon

  • Terrain auto-material with multiple features (beaches, nanite displacement, etc.) with Megascan support.

  • Automatic audio placement along the rivers

  • Documented

  • And much more...

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🧩Integration with Massive Village

🧩Works with any gathering/interaction system: See Nice Interaction System V2 [Tutorial]

🧩Integration with Wild Frontiers: Scots Pine Biome and many more 3d assets here.

Orbital Market: Link

The assets to showcase are Dreamscape, Tropical Jungle, and Megascan.

Been using this many times, best pcg product on the market, everything is quick and smooth, the documentation is very good too. Amazing support 10/10.

2 Likes

Bought this a few days ago. I am more than happy with the results. Really fast map building. Easy to use, the developer offers incredibly fast support. It is easy to customize. You can add your own resources in a very short time. The documentation is pointing out everything you need to know. 10/10

2 Likes

@CRiQDEV @Kustnode Thank you for the great feedback! :slight_smile:

1 Like

Hello everyone,
is it possible to import a custom heightmap to create a landscape? For instance, could I use real-world terrain data from my country?

Yes it will work as long as you use the original Unreal landscape :slight_smile:

Hi there,

does this plugin allow generation of planets? Planet sized worlds?

Thanks!

Hi!

It can generate landscape of any size but not ā€œroundedā€ worlds if that what you need. Like a sphere shaped world.

Massive World becomes Calysto World 2.0!

New optimized grass system replacing Unreal Landscape’s grass!

Complete new realistic nanite vegetation collection

Improved landscape material

New biome with more control!

3 Likes

If I wanted to use this but have pole and edge wrap, could it do that? So let’s say you go all the way through the max X or max Y it will wrap the player to the other side creating an illusion of a massive world without the actual sphere shape?

I don’t have experience in doing this myself but the tool work with Unreal Landscape, so if you find a solution that work with Unreal original landscape it will work.

I suggest you look at world partition and looping scene, I’m pretty sure this will bring you close to what you are looking for.

Have you maybe tried getting it to work with voxel plugin 2?
Wondering how well would they work together.

To be honest, it would be a lot of work. My tool is originally built to work with Unreal’s Landscape, so I would need to rewrite some of the logic to match Voxel Plugin 2.

That said, I release Calysto Smart Scatter tomorrow (which allows you to draw some biomes too, using line traces instead of the landscape), by definition, it will work with Voxel Plugin 2.

i have a m4 mac, will this work on mac?

I purchased this just now and I don’t seem to be able to make it work. I followed the documentation and even though it wasn’t updated since 5.5 it can be followed until running blueprnt editor script. It opens but then it doesn’t ask to add patch layer. I did add it myself, and still doesn’t do anything.

Is this tested on 5.6+?

If it is important, I did test it on 5.6.1 blank project with no content added.

Hello, Calysto World 2.0 has been tested and updated on 5.6, that what most of our community uses.

Try to clear the cache and download again from the launcher. Be sure to add all the required plugins and download directly for 5.6 (no 5.5 then update to 5.6).

If you still have problem feel free to join us on Discord it will be easier to debug.

Edited:

I Apologize, I didn’t realize there are two editor blueprints in the folder, one in shared and one in world. I was running the wrong one. The one that I was supposed to run was BP_CalystoWorldEditor not the BP_CalystoTags in shared folder.

It is working now and I managed to go a little further.

There is a tiny issue with scaling though. when I generate world with landscape scaled to 200 or 400, I get deep box indents in landscape.

BTW I don’t have discord on my working PC and I rather not install it either as I don’t feel safe enough to do so

I would keep the scaling of the landscape to 100 as it is intended too, otherwise that could create some trouble.

There also a max height for the world with Unreal landscape so when you reach it it create a very flat surface.