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Troubleshooting

The Planet Does Not Generate

Check:

  • Planet Spawner has a valid Planet Data asset assigned.
  • Planet Data has valid Planet Material, Generation Material, and Biome Mask Material assignments.
  • The generation material has the required output nodes.
  • The biome mask material has exactly one Planet Biome Mask Output.
  • Safety Check succeeds 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 Sample output Biome IDs is connected to Planet Biome Strengths input Planet Biome IDs.
  • Strengths is connected from the same sample to input Biome Strengths.
  • The strength entry name matches the Planet Data biome name.
  • The tested location contains that biome among its top three contributors.
  • Rebuild Planet Pipeline has 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.

A Terrain Stamp Is Not Visible

Check:

  • the brush has the intended Target Planet
  • Enabled and Brush Opacity are not zero
  • Recursion Levels From Max includes the chunk LOD being viewed
  • Affect Height Displacement is enabled when using a height operation or cutout
  • Biome Name exactly matches an entry in the target Planet Data asset
  • the selected texture channel contains nonzero values in the tested area

Brush transforms, property edits, deletion, undo, and redo normally update the planet cache automatically. Use Rebuild Height Brush Cache on the Planet Spawner if serialized source data changed outside those editor paths.

Foliage Is Missing

Check:

  • Generate Foliage is 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 Strength is not too high.
  • Max Foliage Instances Per Chunk is not too low.
  • Vertex-color density masks are producing the expected channel values.

Water Is Missing

Check:

  • Generate Water is enabled on the Planet Data Asset.
  • Water materials are assigned.
  • The spawner water tessellation settings are greater than zero.
  • A Water Simulation Data asset is assigned if wave simulation is expected.
  • Enable Ocean Simulation is enabled on the spawner.
  • The project targets at least SM5 and includes the shader format used by the packaged build.

Terrain Materials Swim or Lose Precision

For very large planets, try:

  • enabling Generate Second UV Channel
  • or enabling Use Full Precision UVs when the second UV channel is disabled
  • using Planet UVs in the surface material

Generation Causes Frame Spikes

Lower or tune:

  • Max Chunk Generation Starts Per Frame
  • Max Chunk Completions Per Frame
  • Max Concurrent GPU Generations
  • Max Concurrent Mesh Builds
  • Foliage Upload Batch Size
  • Max 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.