Massive World is a powerful PCG (Procedural Content Generation) tool designed to help you createlarge-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.
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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
If I wanted to use this but have pole and edge wrap, could it do that? So letās 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 donāt 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, Iām pretty sure this will bring you close to what you are looking for.
To be honest, it would be a lot of work. My tool is originally built to work with Unrealās 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 purchased this just now and I donāt seem to be able to make it work. I followed the documentation and even though it wasnāt updated since 5.5 it can be followed until running blueprnt editor script. It opens but then it doesnāt ask to add patch layer. I did add it myself, and still doesnāt 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.
I Apologize, I didnāt 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.
Hello, I gave you an answer on my Discord, but I will copy it here just to share with the others.
For spawning blueprint directly it is not supported mostly because it would be very bad for optimization. The usual trick is to spawn static meshes and then have them converted to the blueprint only when its needed. I made a collab with Nice Shadow, his system is perfect for that. https://www.youtube.com/watch?v=DGRwH0hzb7w
For the work, unreal landscape is a dinosaur :: ::. It doesnāt really support runtime, that said there a new landscape coming soon (5.8?). It was supposed to be on 5.7 but got delayed
For the work, unreal landscape is a dinosaur. It doesnāt really support runtime, that said there a new landscape coming soon (5.8?). It was supposed to be on 5.7 but got delayed. Everything else relying on pcg like the biome can be randomized at runtime.
And for that part of you add some custom area at runtime my biome will adapt and not spawn trees in it