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- 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.