Three C++ plugins for the environment of an Unreal Engine 5.6, 5.7 or 5.8 game, built around your own meshes: Biomecraft places them, Seamcraft blends them into the ground, and Lumicraft lights them. Together they cost about 30% less than bought apart.
Each one is a separate plugin and works without the others. None of them asks you to change your materials, and all three are open to Blueprint, with the C++ source included and public documentation you can read before you buy.
Biomecraft: biomes and ecosystems
A biome is a list of layers with rules (trees, shrubs, rocks, ground cover, grass): you drop your meshes in and the rules place them by slope, height, moisture, sunlight and distance to water
One ecosystem area covers a whole valley by climate: forest in the moist valleys, rock on steep slopes, meadow on dry flats, plants by the riverbank
Paths that clear the plants, level the terrain on their own edit layer and lay a road mesh
1 km² of forest (140,000 instances) generates in about a second. A 4 x 4 km World Partition map with 864,000 instances ran at 17.1 ms per frame in a Shipping build (1080p, Lumen, RTX 2070 Super)
Built on Unreal’s own PCG, with no experimental plugins. A free starter kit with 50 CC0 models is a separate download
Seamcraft: blending, bevel and weather
Rocks, posts and walls melt into the ground they stand on, with no material changes and no Runtime Virtual Texture
The blend is written before lighting, so shadows, Lumen and reflections fall on the edge as they would on the real surface
Hard edges get a rounded bevel, only within each actor
One volume covers the level with snow, wetness, moss or dust, and keeps it off anything under a roof. Footprints and tire tracks fill back in over time
About 0.35 ms at 1080p on an RTX 2070 Super for blending with bevel, and 0.2 ms more for the cover
Lumicraft: dynamic global illumination without Lumen
Every dynamic light bounces: sun, point, spot and rect lights, emissive materials and the sky, with color bleeding and no noise
The bounce follows moving lights and objects, with nothing to bake and nothing to place in the level
About 1 ms at 1080p on an RTX 2070 Super at Epic quality, a third of that at Low, and it follows the engine’s GI scalability like Lumen
An optional bake for static levels (0.21 ms in the example village), split screen with GI per player, and a light sensor for stealth games
What it is not. No art is included: the trees, rocks and buildings in the gallery are CC0 models and demo scenes, not part of the products. The plugins work with the meshes you already have.