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 screen-space or distance-based LOD, generated surface normals, 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.
- Texture-masked terrain stamps and spline brushes for height sculpting, biome, material, foliage and vertex-color painting, and terrain cutouts.
- 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, seamless wave mapping, Single Layer Water shading, custom-depth underwater coverage, and a native GPU wave simulation.
- Invoker-driven terrain and foliage collision streaming on a planet-wide virtual grid, independent of visible terrain LOD.
- Planet navigation meshes for AI, with invoker, runtime region, and baked coverage.
- Rendering options for standard static mesh chunks, Nanite terrain chunks, and ray tracing proxy generation for Hardware Lumen projects.
- Multiple planetary atmospheres, a camera-following skylight, volumetric cloud parameter helpers, gravity-relative controller utilities, and a double-precision floating origin for spherical-world gameplay.
- Cached Blueprint surface queries for biome strengths and distance above generated terrain.
- Planet-relative editor camera controls for intuitive surface navigation and surface-aligned actor placement anywhere on a planet.
- 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/
PPGEditor/
ComputeShader/
VoxelCore/
PPG is the main runtime module. PPGEditor contains the editor camera integration. 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.