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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 Native GPU ocean simulation parameter asset. Planets using the same asset share one simulation.
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. Runtime changes apply when chunks are generated; use RegeneratePlanet() to rebuild existing chunks.
Use Screen Space LOD Selects terrain recursion from projected screen-space error.
LOD Target Pixel Error Projected split threshold; lower values select more detail.
LOD Merge Hysteresis Fraction of the split threshold used for merging to reduce LOD oscillation.
LOD Geometric Error Scale Scales the estimated error used by screen-space LOD.
Generate Detailed Normals Generates full-resolution terrain normal textures. Requires Planet Apply Generated Surface Normal in the surface material and regeneration after changing.
Use Lightweight Terrain Component Uses the render-only path for ordinary non-Nanite visual chunks.
Height Brush Texture Resolution Clamp Maximum dimension retained when compiling brush texture masks. Smaller textures keep their source resolution.
Generate Collisions Enables terrain collision streaming around collision invokers.
Wait For Initial Collision Before Generation Finished Delays On Planet Generation Finished until the collision cells requested on the first runtime generation tick are ready.
Generate Editor Collisions Generates collision around the editor viewport camera and placed collision invokers.
Editor Camera Collision Radius Surface radius requested around the active editor camera. Defaults to 10,000 cm.
Editor Camera Height Margin Additional editor-camera activation height above the resolved terrain maximum. May be negative.
Match Collision Chunks To Max Recursion Level Uses collision-cell boundaries matching visible terrain at Max Recursion Level.
Collision Chunk Size Requested collision-cell edge size in centimeters when matching is disabled. Rounded to a valid cube-face grid subdivision.
Collision Chunk Quality Collision mesh quads per edge. 0 uses visible Chunk Quality.
Generate Foliage Collision Generates physics-only foliage instances for eligible collision-enabled foliage entries.
Debug Draw Collision Chunks Displays collision chunks as ordinary Lit meshes.
Use Local Collision Height Cutoff Uses cached collision-cell and nearby visible-terrain height bounds for invoker altitude checks.
Max Cached Collision Cell Heights Maximum exact collision-cell height entries retained for local altitude checks. 0 disables the persistent cache.
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.
Async Init Body Uses Unreal's asynchronous physics-state pre-registration for foliage collision components when supported.
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.
Surface Query Interval Minimum interval between asynchronous batches of registered actor surface samples.
Max Surface Queries Per Batch Maximum actors sampled per batch; larger sets are served round-robin.
Enable Ocean Simulation Runs the native GPU 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 Collision Chunk Generation Starts Per Frame Maximum collision-grid jobs that can consume the shared generation-start budget each frame.
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 Foliage Collision Components Maximum idle physics-only foliage collision 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.

Planet Height Brush

Setting Description
Target Planet Planet Spawner that owns the compiled stamp.
Radius Surface radius of the stamp in centimeters.
Height Operation Selects Add, Subtract, Multiply, Flatten, or Cutout.
Height Delta Displacement magnitude used by Add and Subtract.
Height Multiplier Multiplier applied to the current procedural displacement.
Flatten Height Target displacement from the base planet radius.
Cutout Mask Threshold Influence at which adjoining terrain triangles, collision, and foliage are removed.
Inner Radius Ratio Fraction of the radius receiving full influence before falloff begins.
Falloff Linear or Smooth Step radial falloff.
Priority Deterministic overlap order. Higher-priority brushes are evaluated later.
Recursion Levels From Max 0 affects every LOD. Positive values select that many finest LOD levels; 1 affects only the maximum level.
Enabled Includes or excludes the brush from the compiled planet cache.
Brush Opacity Multiplies every enabled brush effect.
Affect Height Displacement Enables the selected height operation or cutout. Disable it for biome and vertex-color-only use.
Biome Name Name of the target biome in the assigned Planet Data asset.
Biome Strength Multiplier for the biome effect.
Biome Application Chooses Material + Foliage or Generation Biome behavior.
Biome Mode Additively blends or replaces Material + Foliage biome weights.
Biome Cell Mask Threshold Minimum influence required to replace a discrete Generation Biome cell.
Use Texture As Biome Mask Multiplies biome influence by the texture mask.
R / G / B / A Independently enables a vertex-color channel, sets its value, and optionally inverts its mask.
Height Texture Optional scalar mask. Black preserves the original result and white applies full influence.
Texture Channel Selects Luminance, Red, Green, Blue, or Alpha from the source texture.
Texture Rotation Rotates the projected texture around the brush direction.
Texture Scale Scales the projected texture footprint.

Planet Collision Invoker Component

Setting Description
Target Planet Explicit planet to invoke. When unset, the nearest planet surface is selected automatically.
Collision Radius Radius of the collision request projected onto the planet surface. Defaults to 10,000 cm.
Height Margin Additional collision activation height above the resolved terrain maximum. Defaults to 25,000 cm and may be negative.
Height Deactivation Hysteresis Additional retained activation height that prevents rapid collision churn.
Height Prediction Time Extends activation using inward radial velocity.
Automatic Planet Search Interval Delay between nearest-planet searches when Target Planet is unset.

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.
Height Cutoff Smoothness Non-negative feather width in centimeters inside both height cutoffs. 0 uses an inclusive hard cutoff.
Min Slope / Max Slope Slope placement range.
Slope Cutoff Smoothness Non-negative feather width on the existing slope scale inside both slope cutoffs. 0 uses an inclusive hard cutoff.
Enable Collision Enables collision for this foliage.
Collision Range Maximum surface distance from a collision invoker in centimeters. A negative serialized value derives its range from the deprecated recursion-distance setting.
Force CPU ISMC Forces CPU-backed instancing.
Force Mesh LOD 0 Enabled by default. When enabled, all instances in each CPU ISMC or GPU-indirect component are forced to internal mesh LOD 0. When disabled, Unreal normally selects LOD per instance, allowing different LODs in the same component simultaneously; without GPU per-instance LOD support, selection falls back to per component. Independent of the PPG LODs mesh array.
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.