Quick Start¶
This page starts from an empty or existing level and creates a planet using the plugin's reusable spawner Blueprint.
1. Drag the Planet Spawner Blueprint Into the Level¶
Enable plugin content in the Content Browser, then find the planet spawner Blueprint:
Content/PlanetSpawnerBP
Drag it into the level. This Blueprint is the normal actor users should place in their scenes, not only an example asset. If your project or documentation labels it as BPPlanetSpawner, use that same spawner Blueprint.

2. Add a Planet Data Asset¶
Create a new Planet Data Asset, or duplicate the included starting asset:
Content/Example/Assets/ExamplePlanetData
Assign this asset to the Planet Data field on the placed spawner Blueprint.
The planet data asset controls:
- planet radius and height scale
- deterministic generation seed
- minimum and maximum recursion levels
- surface, generation, and biome mask materials
- biome layer list
- optional water settings
Biome-cell layout is authored on Planet Biome Mask Output; biome transition and warp settings are authored on Planet Elevation Output.

3. Assign the Required Materials¶
Open the Planet Data asset and assign the three core materials:
| Field | What It Does |
|---|---|
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. |
For a first planet, use the included example materials as a reference and replace them once the basic pipeline works.

4. Add Biome Layers¶
In the Planet Data asset, add entries to Biome Layers.
Each layer can have:
- a display name
- optional foliage data
- material pins matched by name across the PPG material output nodes
Layer order matters. Later biome layers have higher biome-mask priority than earlier layers.
5. Rebuild the Planet Pipeline¶
In the Planet Data asset, run:
Rebuild Planet Pipeline
This synchronizes material output pins, compiles planet materials, rebuilds the biome map, saves generated data, and regenerates placed planets that use this asset.
Use:
Refresh Biome Map
when only biome-cell data needs to be rebuilt.
6. Tune the Spawner Settings¶
Select the placed spawner Blueprint in the level and review the first settings you are most likely to change:
| Setting | Meaning |
|---|---|
Planet Data |
The data asset that drives generation. |
Chunk Quality |
Vertex resolution per generated chunk. Higher values cost more memory and build time. |
Generate Collisions |
Creates collision for terrain chunks. |
Generate Foliage |
Enables foliage generation from biome foliage data. |
Nanite Landscape |
Builds Nanite terrain meshes where supported. Nanite chunks are slower to build than normal chunks, so enable it for rendering needs rather than faster generation. |
Max Concurrent GPU Generations |
Limits terrain and foliage GPU jobs waiting for readback. |
Use Editor Tick |
Allows editor-time generation/update behavior. |
7. Build or Regenerate the Planet¶
The placed Blueprint normally calls Build Planet for you. Use Regenerate Planet after runtime changes that require a full rebuild.
Generation runs chunk by chunk. Show Generation Debug, Last Generation Time Milliseconds, and Get Planet Generation Status expose progress, phase, timing, and errors.
Optional: Open the Example Level¶
The included example level is useful for comparison after you understand the basic setup:
Content/Example/Level/PPGExampleLevel
Use it to inspect a complete planet configuration, example biome assets, water setup, and character/controller assets.

Alternative Quick Start Video Tutorial¶