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. |