Luis Santos - Voxel Asset Editor

This plugin provides a complete voxel-based system for asset creation, runtime interaction, and destruction inside Unreal Engine.

It includes both an Editor-side Voxel Asset tool and a Runtime Voxel Component, allowing voxel assets to be created, placed in levels, and modified during gameplay through C++ or Blueprints.

Core Features

  • Custom voxel asset editor inside Unreal Engine

  • Grid-based voxel painting and editing

  • Palette-based voxel colors

  • Support for multiple voxel sizes (global voxel size)

  • Per-asset voxel data storage

  • Tools for adding, removing, and modifying voxels

  • Asset preview inside the editor

    Runtime Voxel Component

  • Runtime voxel mesh generation

  • Optional baked Static Mesh proxy support

  • Automatic switch from baked mesh to runtime voxel mesh after damage or deletion

  • Fully destructible voxel assets at runtime

  • Collision generated from voxel data

  • Supports different collision modes (simple, complex, approximated)

  • Per-component voxel damage and deletion

    Blueprint API

  • Blueprint-accessible functions for runtime interaction

  • Delete single voxels

  • Delete voxel regions (box and sphere)

  • Apply damage to voxels

  • Automatic voxel destruction when damage reaches zero

  • Component-specific delete and damage functions

Returned data from Blueprint functions includes:

  • World positions of affected voxels

  • Voxel colors

  • Extra voxel data

  • Voxel scale values

  • Affected voxel components

    Save and Load Support

  • Runtime voxel changes tracking per component

  • Stores only modified voxel data

  • Supports saving and restoring destroyed or damaged voxels

  • Load applies voxel changes directly to affected components

Streaming

  • Runtime component streaming support

  • Distance-based loading and unloading

  • Optional collision disabling for unloaded components

  • Subsystem-based management of voxel components

Tecnical Notes

  • Voxel runtime mesh is an internal system and is not exposed to Blueprints

  • All runtime interaction must be done through:

    • The Voxel Component

    • The provided Blueprint API

  • Designed for asset-level voxel destruction (not infinite terrain)

Platform Support
  • Tested on Windows

  • Android and console support are planned for future versions

Intended Use Cases
  • Destructible voxel props

  • Breakable environment assets

  • Gameplay-driven voxel destruction

  • Editor-created voxel assets used at runtime