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PlanetGen requirements

Current version
1.9
Unreal Engine
5.4 – 5.8

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.

Both are bundled with Unreal Engine 5 and enabled by default:

  • ProceduralMeshComponent
  • EnhancedInput (used by the gravity characters)
  • Target build platforms: Windows, Mac, Linux
  • Code module: PlanetGen (Runtime)
  • Network replicated: yes. The gravity character uses client-predicted movement.

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.

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.

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.