KK Design - AutoEnv Procedural Rock Cliffs

AutoEnv Procedural Rock Cliffs empowers developers to effortlessly create realistic cliff and rock environments in Unreal Engine. Harnessing the power of Procedural Content Generation (PCG), this asset pack delivers a fast, automated solution for crafting rugged terrains, towering cliffs, and rocky landscapes. With intuitive controls and customizable parameters, you can seamlessly integrate assets into your game or cinematic environments. Perfect for level designers, this asset pack streamlines workflows, saving time for other development tasks.

Data asset based biomes offer control for 7 different rock layers, ranging from large mesa structures, to cliffs, slopes and real-time scattered rocks. Biome transitions can be easily controlled with landscape layers. Rock assets in this pack are utilizing flexible materials so you can easily adapt them to create diverse biomes tailored to your project’s unique aesthetic.

The 16 square kilometer example level contains an environment controller to drive dynamic time of day and weather effects like rain. Advanced landscape material is also included with 3 different layers using hi-quality textures, distance and slope based details and virtual texturing support.

More updates will follow in near future!

This product supports and requires Nanite and Lumen for Unreal Engine

Lumen documentation Link

Nanite documentation Link

Procedural Content Generation documentation Link

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Pack documentation

Trailer video
Overview video
Gameplay video

Support Discord server

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Hi @KK Design thank you for another amazing looking product. I have purchased some of your products and looking forward for more. Just a question before purchase, for your autoenv procedural rock cliffs,

1)does it work with our own landscape whether brought in by third party landscape generator or heightmap or sculpted? Or the cliffs generated only on your provided lanscapes?

2)can we use our own cliffs and rocks from megascan for example? and can we combine this with other auto landscape materials?

Thanks so much!

Hi! Thanks for the kind words, I appreciate that!

1)Yes, one of the goals was to make it work with different landscapes. So basically you can create new biome data assets or edit included ones and specify a correct landscape layer name that your landscape material is using and the system will scatter assets there. So as long as there is a landscape layer data, it can work.

2)You can change meshes and use megascans assets. Assets and materials included in this pack are meant to be flexible to work with different environments but it’s possible change all that and edit mesh scales, location offsets and such.

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I want to let you all know that a first free update is now live! We are always working on with new features based on your ideas so feel free to leave reviews and feedback. New updates will always be free for existing customers!

Version 1.1.1 (UE 5.6+)

-Foliage spawning added (trees, shrubs, undergrown)

-Added forest trees and desert foliage assets

-Runtime PCG optimization, moved switch logic to biome data for further optimizations

-More nodes replaced with custom HLSL nodes and point data is shared now with sub graphs

-Option to enable/disable rock/foliage spawning in specific biomes

-Better grass assets with modeled grass blades (opaque material)

-Minor changes to the example level

-Documentation updated

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