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- Exclusion volumes (
ASKPlanetGenExclusionVolume): flatten procedural terrain into a level pad and clear foliage and grass for hand-authored content, on planets and ring worlds. Terrain flattens toward the tangent plane, so a curved world gets a flat pad rather than a spherical cap. The same flatten runs in the mesh build, the foliage scatter and the grass scatter, so pads are seam-free across streamed chunks. A blend radius eases back to natural terrain (overlapping volumes take the strongest blend), and an Align To Planet button snaps the volume flat to the surface.
- Actor spawner (
USKPlanetGenSpawnerAsset): scatter real Actors such as ore, plants, wildlife, enemies, loot and points of interest, filtered by biome, slope and altitude. Deterministic and seam-free, budgeted per frame, despawned out of range, data-asset driven, and respects exclusion volumes.
- Depth-tinted ocean: water colours by depth, from turquoise shallows to deep navy, with shore foam and clear shallows that reveal the seabed. Depth is baked into vertex colour at build time, so it costs nothing per frame. The water stays opaque Single Layer Water, so it sorts correctly behind volumetric clouds from orbit. Requires Water Adaptive Tessellation; a flat-colour material ships as the fallback.
- Ring world water parity: ring water gets the same depth tint as planets, the character wades through shallow ring water and auto-jetpacks over deep water, and ring water tessellation now scales with the ring rather than the terrain tile size.
- Fixed: volumetric clouds no longer blank out on UE 5.4 and 5.5. The 5.6+ cloud reconstruction fix is now applied only on the engine versions that need it.
- Initial release: CodeLikeMe’s procedural world generation and 6DOF spacecraft combined into a single self-contained Code Plugin, pre-wired into a playable loop. Explore a world on foot, board your landed ship, lift off, cross space, touch down on another world and step out.
- Two runtime modules with full C++ source and Blueprint access:
SKPlanetGen (planets, ring worlds, gravity, noise, biomes, LOD streaming) and SKStarship (spacecraft, engines, landing gear, boarding).
- Procedural planets and O’Neill-style ring habitats sharing one terrain, noise, biome and foliage pipeline.
- Runtime streaming with horizon culling and a multi-planet LOD arbiter.
- Per-planet atmospheres driving Sky Atmosphere and volumetric clouds, with a shader-space day/night terminator.
- Radial planet gravity and centrifugal ring gravity, with prediction-correct, replicated character movement.
- Jetpack character with a fast-fly hyperdrive ability.
- Pilotable 6DOF starship that flies in atmosphere and in zero-g, with hover and hyper engines, landing gear and a walkable interior.
- Board, pilot and ride as a passenger, validated server-side.
- Namespaced modules, types and content root, so SpaceKit installs alongside the standalone PlanetGen and Starship plugins without conflicts.
- Five playable demo maps covering the whole loop and single features.