Unreal Engine 5 Infinite Procedural Terrain — Per-Biome Geography & Foliage | WorldGen V1.14
WorldGen is an infinite procedural terrain generator for Unreal Engine 5. V1.14 extends the spatial biome system — each biome now has its own geography and foliage. Deserts flatten out with sparse cactus, mountain zones stay rugged with alpine pines. A single bitmask per asset controls which climates it spawns in.
────────────────────────────────────────
🌿 WHAT'S NEW IN V1.14
────────────────────────────────────────
✔ Climate-filtered foliage & grass — one bitmask per asset, cactus stays in desert, pines stay in cold
✔ Per-biome terrain height — amplitude and bias per climate zone
✔ Biome Blend knob — sharp region edges or smooth gradients, your call
✔ Height Sharpness knob — how tightly terrain follows biome edges.
Comments (6)
Can I use this to generate the game world in runtime? Something similar to Don't Starve?
You course. Not just the terrain, this includes all other systems as well such as spawners, exclusion zones etc to develop a full game.
So is this using some kind of dynamic mesh generation or something? Can the landscape be randomly generated at runtime?
Yes. Everything you see here is generated in runtime. Generation is fully deterministic. Can be randomized by changing the seed
One question, if I paid a patreon, All Access - Project Files, I have access for all projects, files, etc? because I have a game ideia, but for now it's better pay a patreon, and after finish my idea I will buy the plugins in fab
Hello, Yes. you will have access
