Settings¶
This page summarizes the most important editor-facing settings.
Planet Data Asset¶
| Setting | Description |
|---|---|
Planet Radius |
Base radius before elevation. |
Noise Height |
Normalized height to world displacement scale. |
Generation Seed |
Stable seed used by terrain material expressions. |
Min Recursion Level |
Minimum chunk recursion level. |
Max Recursion Level |
Maximum chunk recursion level. |
Planet Material |
Visible surface material used by generated terrain chunks. |
Generation Material |
Computes terrain height and vertex colors. |
Biome Mask Material |
Chooses biome IDs for the generated biome-cell map. |
Biome Layers |
Ordered biome entries. Later entries have higher biome-mask priority. |
Planet Position Scale |
Scale exposed through Planet Position. |
Generate Water |
Enables water settings and water generation. |
Water Material |
Near/primary water material. |
Far Water Material |
Water material used according to the material-change recursion threshold. |
Water Simulation Data |
Niagara ocean simulation parameter asset. |
Recursion Level For Material Change |
Water material switch recursion threshold. |
Material Output Settings¶
These controls moved from Planet Data to the material output nodes that use them:
| Node | Setting | Description |
|---|---|---|
Planet Biome Mask Output |
Biome Cell Resolution |
Voronoi cells per cube-face edge and baked map resolution. |
Planet Biome Mask Output |
Biome Cell Seed |
Deterministic biome-cell layout seed. |
Planet Elevation Output |
Biome Transition |
Biome influence falloff width. |
Planet Elevation Output |
Height Blend Biome Materials |
Favors the material of the biome producing the highest elevation. |
Planet Elevation Output |
Biome Material Height Blend Smoothness |
Normalized height range over which lower materials fade. |
Planet Elevation Output |
Biome Voronoi Warp Strength |
Biome lookup warp strength; zero disables it. |
Planet Elevation Output |
Biome Voronoi Warp Scale |
Biome lookup warp frequency. |
Planet Spawner¶
| Setting | Description |
|---|---|
Use Editor Tick |
Enables editor-time generation ticking. |
Show Generation Debug |
Displays current generation progress and timing. |
Planet Data |
Planet Data asset used by the placed spawner. |
Chunk Quality |
Terrain vertex resolution per chunk. |
Generate Collisions |
Builds collision for terrain chunks. |
Generate Foliage |
Generates biome foliage. |
Generate Ray Tracing Proxy |
Generates a ray tracing proxy for hardware ray tracing features. Required for Hardware Lumen; Software Lumen is not supported for generated planet terrain. |
Ray Tracing Recursion Level Margin |
Number of recursion levels below Max Recursion Level that also build terrain ray tracing proxy data. 0 limits proxy data to the finest chunks; higher values include additional coarser chunk levels. |
Collision Disable Distance |
Distance for disabling collision. |
Async Init Body |
Enables async body initialization. |
Nanite Landscape |
Builds Nanite terrain chunks. Nanite can improve rendering of high-detail surfaces, but chunk build time is slower than normal static mesh chunks. |
Generate Second UV Channel |
Adds high-precision reconstruction UV channel. |
Use Full Precision UVs |
Uses 32-bit UV precision when second UV channel is disabled. |
Foliage Shadow Cache Mode |
Accurate keeps animated WPO shadows correct; Cached reduces invalidation at the cost of rigid shadows. |
Foliage Minimum Biome Blend Strength |
Ignores negligible biome contributions during foliage spawning. |
Global Foliage Density Scale |
Global foliage density multiplier. |
Enable Niagara Wave Simulation |
Runs Niagara ocean simulation. |
Max Recursion Water Tessellation |
High-detail water tessellation. |
Far Water Tessellation |
Distant water tessellation. |
Generate Custom Depth Water Coverage |
Adds custom-depth-only water coverage. |
Custom Depth Water Resolution Percent |
Custom-depth water tessellation scale. |
Custom Depth Water Material |
Material used by custom-depth-only water chunks. |
Generate Water Skirts |
Adds skirts to hide water cracks. |
Water Skirt Length Scale |
Water skirt length as chunk-size fraction. |
Volumetric Cloud Actor |
Cloud actor updated by the spawner's cloud utility. |
Max Chunk Completions Per Frame |
Work throttle for chunk completions. |
Max Chunk Generation Starts Per Frame |
Work throttle for new chunk builds. |
Max Concurrent GPU Generations |
Hard limit for terrain/foliage GPU jobs waiting for readback. |
Max Concurrent Mesh Builds |
CPU mesh build concurrency limit. |
Foliage Upload Batch Size |
Instance transforms uploaded per chunk per frame. |
Max Foliage Instances Per Chunk |
Hard foliage cap per chunk. |
Max Pooled Chunk Objects |
Maximum idle chunk objects kept for reuse. |
Max Pooled Foliage ISM Components |
Maximum idle CPU foliage components kept for reuse. |
Max Pooled GPU Foliage Components |
Maximum idle GPU foliage components kept for reuse. |
Max Pooled Water Components |
Maximum idle water mesh components kept for reuse. |
Max Pool Objects Destroyed Per Frame |
Maximum pooled objects destroyed per frame while trimming pools. |
Foliage Data Asset¶
| Setting | Description |
|---|---|
Meshes |
Mesh variants with probability weights. |
Foliage Density |
Spawn density for the entry. |
Density Vertex Color Channel |
Optional vertex-color channel density mask. |
Spawn Distance |
Distance at which instances are spawned. |
Uniform Scale / Scale |
Chooses uniform or per-axis random scaling inside the interval. |
Culling Distance |
Instance cull distance. |
Align To Terrain |
Aligns instances to terrain normals. |
Min Height / Max Height |
Height placement range. |
Min Slope / Max Slope |
Slope placement range. |
Enable Collision |
Enables collision for this foliage. |
Force CPU ISMC |
Forces CPU-backed instancing. |
Enable WPO / WPO Disable Distance |
Enables material WPO and optionally disables it beyond a hard distance. |
Visible In Ray Tracing |
Includes the foliage in ray tracing effects. |
Pass Terrain Vertex Color To Custom Data |
Writes terrain vertex color to per-instance custom data. |
LODs |
Alternate aligned mesh arrays with activation distance, WPO state, and density scale. |
Enable Clustering |
Enables deterministic cross-chunk foliage clusters. |
Cluster Size Min / Max |
Number of members per cluster. |
Cluster Radius |
Spatial spread of each cluster. |