WorldGen
WorldGen is a runtime C++ plugin for Unreal Engine 5 that generates infinite procedural terrain with async chunk streaming, layered noise, biome blending and foliage scattering, all without blocking the game thread.
Unlike editor-time terrain tools, WorldGen generates and streams terrain while your game runs: no baking, no pre-generation, no loading screens. Chunks build on background threads, stream around the player seamlessly, and are recycled without spawning or destroying actors at runtime.
- Current version
- 1.16
- Unreal Engine
- 5.4 – 5.8
Who it’s for
Section titled “Who it’s for”Indie developers building open-world, survival, RPG and exploration games who need infinite streaming terrain, biome-aware placement, hand-authored areas, AI navigation and connected towns with roadside buildings, without writing the noise, streaming, query, navigation or road-routing code themselves.
How it works in one minute
Section titled “How it works in one minute”Drop a WorldStreamingManager into your level, assign a terrain material and click Preview Terrain. Press Play and terrain streams around the player automatically.
Everything else layers on top of that one actor: spatial biomes, grass and foliage assets, erosion, water, a procedural road and settlement network, and an actor spawner that can place anything from ore nodes to roadside gas stations. It is all deterministic from the seed, so the same seed always produces the same world.
Next steps
Section titled “Next steps”- Features: everything WorldGen does.
- Requirements: engine versions and project settings.
- Quick start: streaming terrain in four steps.























