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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 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.