PlanetGen requirements
- Current version
- 1.9
- Unreal Engine
- 5.4 – 5.8
Unreal Engine versions
Section titled “Unreal Engine versions”PlanetGen supports Unreal Engine 5.4, 5.5, 5.6, 5.7 and 5.8.
The gravity movement uses UE5’s native variable-gravity Character Movement Component.
Required engine plugins
Section titled “Required engine plugins”Both are bundled with Unreal Engine 5 and enabled by default:
- ProceduralMeshComponent
- EnhancedInput (used by the gravity characters)
Platforms
Section titled “Platforms”- Target build platforms: Windows, Mac, Linux
- Code module:
PlanetGen(Runtime) - Network replicated: yes. The gravity character uses client-predicted movement.
For atmospheres
Section titled “For atmospheres”If you use per-planet atmospheres, the level needs:
- A Sky Atmosphere
- A Volumetric Cloud, Directional Light and Sky Light, if you want clouds and correct ambient light
Any actor carrying those components works. The built-in SunSky actor (SunPositionCalculator plugin, bundled with UE5) is convenient but not required. Unreal renders only one Sky Atmosphere, so PlanetGen moves it to the nearest planet and gives distant planets a lightweight halo shell instead.
For the depth-tinted ocean
Section titled “For the depth-tinted ocean”The depth-tinted water material (M_PlanetWater) needs Adaptive Water Tessellation turned on (the default). If you turn it off, switch to the included M_SimplePlanetWater.
Memory
Section titled “Memory”A planet’s chunk pool grows with (radius ÷ tile size)², capped by Max Chunks Per Face. The defaults (6 km radius, 1 km tiles) use roughly 0.2 GB of chunk memory. Very large planets in the editor can hit the Windows commit limit; see Troubleshooting. Packaged games use far less memory than the editor.
