@HeadClot It didn’t even take any coding or blueprint. All I did was create a child blueprint of the “MySphereWorldGenerator” blueprint in the root Content folder of the project (since I wanted to keep the original just in case) and then opened that child BP and changed the value for radius and made sure that “Inverse outside inside” was unchecked and then recompiled the child BP. Then in the VoxelWorld object I selected my child BP instead of the “MySphereWorldGenerator” BP
As for gravity on this beautiful monstrosity, I’m still working on that.
Baby steps