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

does this support spawning the new skeletal mesh trees from 5.7?

Not out of the box for now, this feature is experimental and FAB don’t allows us to publish with experimental tools. That said I plan to be ready on 5.8 either directly in CW (if its no longer experimental) or as a video tutorial at least.

That said, PCG can definitely be modified to support it.

This is great news… out of curiosity how long does it to generate a 63x63 world on average? Just looking for some feedback on it… I’ve had one running for about 20 minutes and was curious what your experience is.

Creating the landscape itseld take a few minutes. Then it depends on the amount of details. I use the original Unreal landscape and only reshape it so things like building the HLODs will not be faster or slower than a simple landscape.

Hello, the plugin you developed has great potential. I have a few questions I’d like to ask:

  1. Do you have plans to support Actors in the PCG database configuration in the future, instead of only supporting StaticMeshes?

  2. Will there be subsequent support for allowing runtime characters to interact with individual StaticMeshes within PCG-generated landscapes, and retrieve their type as well as transform data? This would make it easy to expand gameplay mechanics (such as resource gathering and planting systems).

  3. Can the generated terrain Biomes be fine-tuned slightly in the terrain brush editing mode?

Thank you.