Troubleshooting¶
The Planet Does Not Generate¶
Check:
Planet Spawnerhas a validPlanet Dataasset assigned.Planet Datahas validPlanet Material,Generation Material, andBiome Mask Materialassignments.- The generation material has the required output nodes.
- The biome mask material has exactly one
Planet Biome Mask Output. Safety Checksucceeds on the spawner.- Materials are compiled before generation starts.
Biome Pins Do Not Match the Biome List¶
Run:
Rebuild Planet Pipeline
This updates biome pins on the custom output nodes and preserves connections through stable biome identities where possible.
Biome Changes Are Not Visible¶
Use:
Refresh Biome Map
if the biome mask material or biome-cell settings changed. Use Rebuild Planet Pipeline for broader material or biome layer changes.
In the editor, applying or recompiling linked materials should usually update placed planets automatically. Biome mask material recompiles refresh the biome map and regenerate; generation material recompiles regenerate; surface material recompiles refresh the surface biome mappings when the material contains Planet Biome Material Output or Planet Biome Strengths.
A Named Biome Strength Is Always Zero¶
Check:
Planet Biome Map SampleoutputBiome IDsis connected toPlanet Biome StrengthsinputPlanet Biome IDs.Strengthsis connected from the same sample to inputBiome Strengths.- The strength entry name matches the Planet Data biome name.
- The tested location contains that biome among its top three contributors.
Rebuild Planet Pipelinehas been run after changing biome names, entry names, or the linked surface material.
An unmatched biome name and a biome with no contribution at the current pixel both produce zero.
Foliage Is Missing¶
Check:
Generate Foliageis enabled on the spawner.- The relevant biome has a
Foliage Data Asset. - Foliage density is greater than zero.
- Height and slope filters are not excluding the terrain.
Biome Foliage Minimum Blend Strengthis not too high.Max Foliage Instances Per Chunkis not too low.- Vertex-color density masks are producing the expected channel values.
Water Is Missing¶
Check:
Generate Wateris enabled on thePlanet Data Asset.- Water materials are assigned.
- The spawner water tessellation settings are greater than zero.
- The Niagara plugin is enabled if wave simulation is expected.
Enable Niagara Wave Simulationis enabled if using the simulation.
Terrain Materials Swim or Lose Precision¶
For very large planets, try:
- enabling
Generate Second UV Channel - or enabling
Use Full Precision UVswhen the second UV channel is disabled - using
Planet UVsin the surface material
Generation Causes Frame Spikes¶
Lower or tune:
Max Chunk Generation Starts Per FrameMax Chunk Completions Per FrameMax Concurrent GPU GenerationsMax Concurrent Mesh BuildsFoliage Upload Batch SizeMax Foliage Instances Per Chunk
A Floating-Origin Shift Fails¶
Shift World Origin returns false during a level-visibility transaction, while another shift is in progress, or for a non-finite origin. Retry after streaming/visibility work completes.
The subsystem shifts currently loaded levels only. Unloaded World Partition cells and native origin-aware replication require project-specific conversion with Local To Global and Global To Local.