Cubiquity for UE4 - Voxel Terrain Plugin

Development preview 0.0.1 released

First of all, sorry for the delay and radio-silence recently. Since Cubiquity is just something that I work on in my spare time other things have been taking precedence (like planning my wedding :)).

This morning I updated my copy of UE4 to 4.8 and for the first time yet (after an engine update) Cubiquity compiled without having to make any changes whatsoever! This is good because it means that I could spend today preparing an alpha release rather than fighting compilation or runtime errors.

If anyone wants to try out Cubiquity for UE4, then the first step will be to clone the Git repo. It lives in GitHub at volumesoffun/cubiquity-for-unreal-engine. I’ve tagged this release as 0.0.1 so you can also download a zip of the source from GitHub.

You will then also need to download the Cubiquity DLL (this is the closed-source part) and header files, some example VDB files and a shader file from:

  1. Cubiquity-2015-06-14.zip
  2. example-vdb.zip
  3. CubiquityColoredCubesVertexFactory.usf

and unzip them somewhere sensible.

The easiest way to have a play with C4UE4 is to make a new C++ project and put the Cubiquity folder (from the Git repo) in the Plugins folder of the project. Regenerate the project files and launch VS. There’s one or two files we need to edit before we start. First is the Plugins/Cubiquity/Source/Cubiquity/Cubiquity.Build.cs file. Edit the string in ThirdPartyPath to point to the place you unzipped the Cubiquity DLLs. Secondly, edit Plugins/Cubiquity/Source/Cubiquity/Private/CubiquityColoredCubesVolume.cpp and CubiquityTerrainVolume.cpp. Edit the string in the constructor of them to point to the place you unzipped the example VDB files. The last thing you will need to do is download the .usf file and put it in UnrealEngine/Engine/Shaders in the main Unreal Engine folder (not in your project).

You should now be able to compile the project and start up the editor and have access to the Cubiquity actors. Drag one into your scene and start playing. Documentation at this point is quite thin so look though the source code to see what’s possible and have a play with Blueprints too.

If you can’t see the Cubiquity actors then go to the Content Browser window, click View Options in the bottom-right and select Show Plugin Content. In the Cubiquity Content folder you should see two blueprints: CubiquityColoredCubes and CubiquityTerrain. Drag one of these into the scene to get started. You’ll need to drag one of the materials from Cubiquity Content/Materials onto the material attribute in the Details panel (Triplanar_Inst for Terrain and *ColoredCubes *for ColoredCubes)

Please note that this is a pre-alpha development preview, not a production-ready system. At present it is intended just to give people an idea about the way the system is going and to start some testing of the basics. That said, there’s quite a lot you can do already if you don’t mind getting your hands dirty. Please be careful about combining it with any projects you care about just yet though as I can’t guarantee that it won’t just explode and kill everyone :smiley:

Finally, for those who don’t follow our blog or Twitter, we recently announced that the Unity3D version of Cubiquity will be free for all users. I will be following the same model with Cubiquity for Unreal Engine 4 so you will all eventually have access to the full version of Cubiquity for UE4 for no fee.