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PlanetGen changelog

  • Depth-tinted ocean on planets and rings: turquoise shallows fading to deep navy, a shoreline foam line and clear shallows. Stays opaque (Single Layer Water) so it sorts behind volumetric clouds. New Water Depth Colour Range setting, MI_PlanetWater / MI_PlanetWaterRing instances and a flat-colour M_SimplePlanetWater.
  • Exclusion volumes (APlanetGenExclusionVolume): flatten level pads on planets and rings and suppress foliage and grass, with Align To Planet.
  • Actor spawner (UPlanetGenSpawnerAsset): deterministic, biome-, slope- and height-filtered actor scatter around the player.
  • Water traversal on ring worlds: wade and auto-jetpack now work on inner- and outer-surface rings as well as planets.
  • Fixed: volumetric clouds were blank on UE 5.4 and 5.5. The 5.6+ cloud reconstruction fix is now applied only on 5.6 and later.
  • Water traversal: the gravity character wades through shallow water (Max Wade Depth) and auto-engages the jetpack over deep water (Water Auto Jetpack Clearance). Multiplayer-safe.
  • Water gameplay API: ComputeWaterClearance and GetWaterSurfaceRadiusCm. The gravity queries are now BlueprintPure.
  • UE 5.6+ cloud reconstruction fix: High Quality Cloud Reconstruction restores clean volumetric cloud edges.
  • Fast-fly hyperdrive: FastFlyTo(TargetLocation, Duration) with an OnFastFlyStateChanged event.
  • Horizon-based chunk culling: loads only terrain visible over the curved horizon.
  • Double-precision noise for large planets; Planet Radius up to 1000 km, Tile Size up to 20 km, Resolution up to 513.
  • Adaptive water tessellation to a sag tolerance, plus a Live Water Update toggle for the editor.
  • Tiered per-chunk LOD (experimental, off by default).
  • Multi-planet LOD: only the nearest planet streams terrain; the rest render as low-poly spheres with an occlusion-based handoff.
  • Per-planet atmosphere via UPlanetGenAtmosphereAsset, with one Sky Atmosphere moved to the nearest planet.
  • Correct night side: per-sample cloud transmittance and a shader-space day/night terminator.
  • Distant-planet halo and cloud shells.
  • Editor LOD and atmosphere preview buttons.
  • Noise scale check on every noise layer.
  • ACLMPlanetSunSky deprecated in favour of ACLMPlanet plus an atmosphere asset.
  • Ring worlds (ACLMRingWorld) with inner or outer surface terrain, windowed streaming and centrifugal gravity.
  • Structural shell with collidable end walls, stacked cloud and atmosphere layers, ring atmosphere and post-process fog materials.
  • Shape-aware grass and foliage for cylinders.
  • Beach Height is now an absolute height in metres.
  • Multiplayer gravity framework: sphere, cylinder and box gravity volumes with priority, plus a gravity subsystem.
  • Prediction-correct movement with UPlanetGenGravityMovementComponent.
  • Per-source gravity strength and zero-gravity regions.
  • Gravity character (APlanetGenGravityCharacter, BP_GravityCharacter, BP_GravityJetpackCharacter) with orbit camera, jetpack and zero-g flight.
  • The single-player ACLMPlanetCharacter / UCLMPlanetaryMovementComponent are deprecated.
  • Spatial climate biomes: Tundra, Boreal, Desert and Tropical.
  • Polar ice caps and a desert sand layer (UV1.y).
  • Climate filter on foliage and grass assets.
  • Planet slope mask and seamless cross-chunk normals.
  • Beach flattening and sample desert flora.
  • Player-following grass decoupled from chunk loading, with a per-frame upload budget.
  • Per-instance collision range on grass assets; clustering, jitter and shadow control.
  • Enable Foliage / Enable Grass toggles and a Preview Size (Water Only) button.
  • Target Sun Sky Actor and Sun Shadow Distance.
  • Single Layer Water material (M_PlanetWater).
  • Max Chunks Per Face memory guardrail and faster noise.
  • Uniquely prefixed types, so PlanetGen installs alongside other CodeLikeMe plugins.
  • ACLMPlanetSunSky now sets the Sky Atmosphere’s transform mode automatically when you click Preview Planet.
  • New BP_CLMPlanetSunSky Blueprint and PlanetMap_Atmos demo level.
  • Initial release: cube-face spherical terrain, 3D noise sampling, async mesh generation, biome blending, beach layer, foliage and grass scatter, procedural water sphere, radial gravity, IPlanetInterface, and seeded generation with Randomize.