Asset Reference¶
Main Authoring Assets¶
| Asset Type | Class | Purpose |
|---|---|---|
| Planet Data Asset | UPlanetData |
Main planet setup data asset. |
| Foliage Data Asset | UFoliageData |
Per-biome foliage configuration. |
| Water Simulation Data Asset | UWaterSimulationData |
Native GPU ocean simulation parameters. |
Main Runtime Actor¶
| Actor | Class | Purpose |
|---|---|---|
| Planet Spawner | APlanetSpawner |
Generates and manages planet chunks, water, foliage, clouds, and object pools. |
The plugin includes Content/PlanetSpawnerBP, a ready-to-place Blueprint based on the spawner actor. In normal projects, drag this Blueprint into your level and assign a Planet Data asset.
Included Example Assets¶
Common starting points:
Content/Example/Level/PPGExampleLevel
Content/Example/Assets/ExamplePlanetData
Content/Example/Assets/M_PPG_ExampleGeneration
Content/Example/Assets/M_PPG_ExampleBiomeMask
Content/Example/Assets/M_PPG_ExampleSurface
Content/Example/Assets/Biomes/
Water Assets¶
Water-related assets are grouped under:
Content/Water/
This includes the default water simulation data asset, water materials, and material functions. Runtime render targets are created dynamically by the native ocean simulation.
Cloud Assets¶
Cloud-related assets are grouped under:
Content/Clouds/
Third-Party Notices¶
The plugin includes third-party notices under:
ThirdPartyNotices/
VoxelCore-derived code is bundled in the plugin. The native C++/HLSL ocean simulation is based on DeathreyCG's original Niagara ocean wave implementation.