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SpaceKit requirements

Current version
1.1
Unreal Engine
5.4 – 5.8

SpaceKit supports Unreal Engine 5.4, 5.5, 5.6, 5.7 and 5.8.

UE 5.6 changed how the reduced-resolution volumetric cloud render target is upsampled. SpaceKit’s cloud reconstruction fix for this is applied only on 5.6 and newer; UE 5.4 and 5.5 never had the problem it corrects. See Troubleshooting.

  • Shader Model 6: DirectX 12 on Windows, Metal on Mac, Vulkan on Linux. The planet terrain relies on virtual shadow maps.
  • Renderer settings: terrain shadowing and atmospheres depend on a short list of renderer settings. Apply them as described in Installation.
  • ProceduralMeshComponent
  • EnhancedInput
  • Niagara
  • SunPosition (optional)

SpaceKit is self-contained. It does not need the standalone PlanetGen or Starship plugins, and if you own them, all three can be installed in the same project at the same time.

  • Target build platforms: Windows (Win64), Mac, Linux
  • Code modules: SKPlanetGen and SKStarship (both Runtime; no editor module)
  • Network replicated: yes. Gravity, movement, flight state and boarding replicate.
  • C++ classes: 26
  • Blueprints: 33
  • Third-party libraries: none

If you use atmospheres, the level needs a Sky Atmosphere, and optionally a Volumetric Cloud. Unreal renders only one Sky Atmosphere, so USKPlanetGenLODSubsystem drives it from whichever planet is currently active and many worlds share it.

The depth tint is baked into vertex colour when the water builds, so it needs Water Adaptive Tessellation turned on (Planet|Water on the planet). Use MI_PlanetWater for spheres and MI_PlanetWaterRing for rings. If you would rather not pay for the denser water mesh, M_SimplePlanetWater is the flat-colour fallback.