Cashgen - (kinda) Infinite Procedural World Generator

Ah yeah I was testing a script for a video tutorial and noticed the branch of the RuntimeMeshComponent is updated for 4.16 but broken for 4.15 at the moment. ( Pinging @Koderz )

I’m not in front of UE at the moment to check, but if I remember right you just need to change line 72 in RuntimeMeshComponent.h to :



struct TStructOpsTypeTraits<FRuntimeMeshComponentPrePhysicsTickFunction> : public TStructOpsTypeTraitsBase


Aahhh…that worked! Thanks @mid_gen

I spoke too soon :frowning:

Nevermind…bonehead me forgot to load the Noise module :stuck_out_tongue:

Mid_Gen, I’m having a similar problem as this guy. I keep crashing when i go to simulate game. I’ve followed your advice given both to and from him regarding referencing Self for the noise generator and his LOD settings solution. Im including my logs, any help would be appreciated greatly. Thanks.

Sorry I can’t see anything relevant in those log files.

To package the game you must add the UnrealFastNoise and CashGen modules to your build.cs but it shouldn’t be necessary just for simulate.

One Thing:
Is it possible to Spawn / load Maps by this ?

I Would like to use it on a kinda MMORPG, where server generates a new Land each time People get close to the end of the world.

If yes, then i would really love you for this :o

What’s your number of threads set to? You might wanna try and set it to 1 if you used my settings. :rolleyes:

The terrain will keep generating up until you hit the killbox at the edge of the level. You’d need to look into World Origin Rebasing to keep it going indefinitely.

Yes if you’re having problems just set threads to 1. That hasn’t been properly tested and debugged yet!

Hey there mid_gen, you’re doing some awesome work here!

I’m still learning UE4, so I probably messed up the plugin installation, or maybe I’m misunderstanding the readme on the github page… But I’m unable to find the CGTerrainManager actor in the editor. Everything builds fine with all the plugins but it just fails to show up for me to place it in the world.

I’m running on 4.15.2, and I added all the plugins to both the Public and PrivateDependencyModuleNames in the .Build.cs

Thanks in advance for the help, and keep it up with this plugin! I’m looking forward to seeing where it can go!

Create a new Blueprint, inherit from CGTerrainManager. In the beginplay for the blueprint, call the setup method.

I tried to set it up using a BP, but either got no terrain generation when calling the SetupTerrain method on BeginPlay, or a crash if I tried to hook up a noise generator into the SetupTerrain method.

Is there any way to set up the CGTerrainManager through C++? I’m trying to inherit from ACGTerrainManager, but I’m getting an error saying that ACGTerrainManager is not a struct or a class. If possible I would rather do terrain generation through C++.

Thanks again!

You need to have a noise generator connected, and the noise generator needs an Outer specified.

All the code is C++. You can inherit from ACGTerrainManager in C++ set it up in code if you want to.

Hello everybody,

Following the installation of the plugins necessary to use CashGen, I miss the functions to realize the blueprint Spawn World here screenshots

Thanks @mid_gen for helping me

Version : 4.15



Starting to put together a video tutorial series. Excuse potato audio :

Part 2 :

Thank you very much for the tutorial, they help me greatly. I notice you mention in part 2 that you will be covering Biome Blend Gen. If its not a problem may ask an ETA on that.

Btw, if you still need some textures for your terrain i would gladly send you my own textures created for the project currently in development.

Next up I’m covering blending different noise types together.

Then I’ll cover the materials which is when the Biome bit will become useful.

Hopefully get at least one done this evening…

Part 3, show making a slight more realistic terrain and the biome blending bits.

Hmm what could this be?