Here’s what I’ve been doing this last month:
- Improved the graph editor. The graph editor allows to generate worlds easily and with no code at all, without sacrificing performance as you can convert a graph to C++. I’ve switched to a more blueprint-like flow:
This allows for branches, and enable more optimizations. I’ve also added reroute nodes.
I’ve added recursive world generators: this allows to sample a world generator from another. This is a really powerful tool, as you can do for instance the following
with this graph:
(original asset was made by @HeadClot in MagicaVox)
And modifying the graph a bit like that:
leads to structures like those:
https://media.discordapp.net/attachments/379297529235243022/398697397452013589/unknown.png?width=1238
And with some more tweaking:
- Added custom actors spawning. They work in a similar way as the grass, as they’re only spawned on near chunks. However, unlike the grass, they’re not destroyed when the player goes far from them, but only disabled using an optimized octree structure:
When spawned, their physics is disabled. However, digging under them makes them fall:
This is handled in a very generic way, allowing for easy customization, as I’ve added blueprints delegate for every step (like enabling physics).
The actors to spawn are chosen from the graph editor:
- I’ve improved multithreading to allow for more concurrency. This means that performance is really great now, even with many edits at the same time. Here’s a demo showing that, with more than 20 (big) edits per second: AsteroidsDemo.zip - Google Drive (150MB, demo is configured for an 8 core processor: if you’re dropping below 120FPS, please check that you have at least 8 logical threads. Left Ctrl to add).
The demo is really cool, you should try it ;), here’s a quick preview:
- I’ve ported the @Koderz UE custom build with texture arrays to 4.18: https://github.com/Phyronnaz/UnrealEngine/tree/4.18.2-TextureArrays
As building from source isn’t so much fun, I’ve built a binary release of it (which means it’s the same thing as the version from the launcher): https://drive.google.com/open?id=1Gx9Xm6W2Yt53L5AcAv8qLAC66Tg9jpd_ (3.4 GB).
Texture arrays means unlimited texture painting at a really low cost:
I’ve also made a picker UI:
Both the UI and the texture array are created automatically from textures in a folder: you just have to set the texture suffixes:
- I’m currently working on improving the LOD system. I’m going to add a setting to choose the preferred LOD system: no LOD but better resolution, LOD with higher view distance but lower resolution, etc
Here’s a quick test:
Radius is 1km, and there are no LOD. This runs at 120fps on a GTX 970/Intel 4790k (slower on the screenshots because ejected from PIE)
This project went way further than expected. This is why I’m going to change it’s pricing: I’m going to release a paid version, while keeping the open source one too.
The paid version will have more features, like multiplayer, importers (from heightmaps, meshes, 3DCoat, MagicaVox…), graph editor, actors spawning, …
The free version (the one on github) will still be updated, however it will only have the basic voxel system: you’ll still be able to generate custom worlds through C++, and to edit in real time the world, but none of the fancy features listed above
@QuestForge Still waiting for you on the discord 
@DarkS474 VS 2017 won’t be required in the next release
@IDominioNI Thanks for the feedback, indeed docs are really important. However until now everything was changing at a fast pace, so doing docs on an already outdated system would have been losing my time. I surely hope this experience didn’t make you leave this plugin forever
. Btw, the best way to get fast support is to join the Discord, which is quite active.
@ULLS This should be fixed in the next release
Thank you all for the support, hopefully this plugin will soon be in a more stable state and ready for the release 
Some pictures of infinite noise, created in a few minutes with the graph editor :