Procedural Planet Generation¶
Procedural Planet Generation (PPG) is an Unreal Engine plugin for building large spherical worlds from runtime-generated terrain chunks, material-driven elevation, biome masks, foliage, water, and optional volumetric cloud integration.
The plugin contains runtime code, shaders, editor-facing data assets, material nodes, and example content. Its main workflow is centered around a Planet Data Asset assigned to a Planet Spawner actor.

What PPG Provides¶
- Runtime spherical terrain generation with streamed chunk meshes, configurable LOD recursion, collision support, and editor-time regeneration.
- Material-driven planet authoring with custom nodes for elevation, biome masks, vertex colors, biome material blending, planet-space coordinates, water, and underwater effects.
- Planet-wide biome generation with up to 16 biome layers, Voronoi cell controls, smooth transitions, height blending, and name-synced material outputs.
- Biome-based foliage spawning with mesh variants, density controls, slope and height filters, vertex-color masks, cross-chunk clustering, per-entry LOD/WPO settings, and CPU or GPU rendering paths.
- Planetary ocean support with generated water meshes, water skirts, custom-depth underwater coverage, water material nodes, and Niagara wave simulation parameters.
- Rendering options for standard static mesh chunks, Nanite terrain chunks, collision, and ray tracing proxy generation for Hardware Lumen projects.
- Volumetric cloud parameter helpers, gravity-relative controller utilities, and a double-precision floating origin for spherical-world gameplay.
- Blueprint-readable generation phase, progress, timing, and error reporting for loading screens and runtime diagnostics.
- Example content, materials, data assets, and an example level to use as a working reference.
Main Workflow¶
- Place the planet spawner Blueprint in a level.
- Create or duplicate a
Planet Data Asset. - Assign the required planet, generation, and biome mask materials.
- Configure biome layers and matching material output entry names.
- Run
Rebuild Planet Pipeline. - Assign the Planet Data asset to the placed spawner.
- Build or regenerate the planet.
Repository Layout¶
ProceduralPlanetGeneration/
Config/
Content/
Example/
Materials/
Water/
Clouds/
Shaders/
Source/
PPG/
ComputeShader/
VoxelCore/
PPG is the main runtime module. ComputeShader contains the planet compute shader dispatch/readback layer. VoxelCore is bundled support code derived from VoxelCore, so users do not need to install a separate VoxelCore plugin.