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WorldGen changelog

  • Roadside and town buildings: spawner assets can target Near a Road or Near a Settlement, with an edge-to-edge Proximity Min / Max band, Invert, Align To Target and Stay On Graded Shoulder.
  • Footprint-aware placement: oriented footprints are measured from each actor’s meshes and kept off roads, junction pads and other spawns. New Keep Off Roads And Junctions (on by default), Spawn Clearance, Rest On Ground and Ignore Biome.
  • Foundations: Foundation Depth and Stand On Highest Point for buildings on uneven ground.
  • Automated test suite: WorldGenTestRunner, WorldGen.RunTests and -WorldGenTest, with JSON and text reports plus a screenshot per junction.
  • Road network fixes found by the suite (a 28-junction sweep went from 91 defects to 0): exit roads build as soon as either town is in range, one port per road, pads cover the junction box, level approaches, shore towns raised to the road floor, graded bridge abutments, and no seam where exit roads meet junctions.
  • The per-pass spawn cap is now per asset.
  • Demo gas station, diner, shop row and warehouse Blueprints with spawner assets, plus an automated test map.
  • Diagnostics API: GetGradedHeightAt(), GetSpawnedActorsForTest(), IsStreamingIdle() and IsRoadBuildIdle().
  • Subdivided water mesh with World Position Offset wave support (Subdivide Water, Water Cell Size).
  • Manager-driven Wave Height.
  • Wet Zone Offset widens the shoreline wet/foam band.
  • MPC_WorldGen exposes WaterLevelZ and per-frame CameraUnderwater.
  • Underwater camera post-process material (tint and refraction).
  • Climate filter for foliage and grass: a Climate Biomes mask per foliage entry and grass asset.
  • Biome Blend sharpening for distinct biome interiors.
  • Per-biome terrain height (Height Amplitude, Bias and Sharpness), which roads, rivers and the query API all follow.
  • New cactus sample content.
  • Per-instance grass and foliage Collision Range, replacing the near/far two-asset pattern.
  • Fixed grass and foliage sinking below the terrain at chunk borders on slopes.
  • Noise-sampling performance pass.
  • Runtime navigation labelled experimental, with its large-tile-size limitation documented.
  • Bridges with their own deck mesh and material, optional gorge bridging and pylons.
  • Roadside props: instanced poles, posts, rails, bollards and pylons.
  • Road and settlement data assets (WorldGenRoadAsset, WorldGenSettlementAsset).
  • Hitch-free road streaming: time-sliced mesh builds and a collision window around the player.
  • Procedural road and settlement network: deterministic settlements, a planar road graph with at most 4 roads per town, and slope-weighted A* routing that avoids water.
  • Terrain grading for roads and settlement pads, with a painted tarmac weight (UV1.G).
  • Junctions with through-roads and T-branches, rendered as spline-mesh roads.
  • Runtime navigation mesh (experimental): an auto-spawned NavMeshBoundsVolume follows the player, covering terrain above sea level.
  • Spatial biomes: Tundra, Boreal, Desert and Tropical zones from temperature and humidity noise.
  • Desert sand layer at no material cost.
  • Actor spawner: WorldGenSpawnerAsset scatters real Actors by biome, slope and height.
  • Terrain query API: SampleTerrainAt() and GetHeightAtWorldPos().
  • Consumed positions that can be saved and restored.
  • Exclusion volumes that flatten terrain and suppress foliage and grass.
  • Grass and foliage overhaul: GrassGridSize, natural clustering, foliage on new chunks as the player moves, and ISM foliage.
  • CLMNoise replaces the previous noise backend (original code, no third-party dependencies).
  • Floating-point precision fix for extreme world distances.
  • Dynamic road expansion.
  • Erosion safeguard at low LOD resolutions.
  • Distance-based LOD with configurable resolution tiers.
  • Terrain deformation (experimental) with persistent edits.
  • Multiplayer: terrain streams around every connected player. Dedicated servers build collision only.
  • Hydraulic erosion: a droplet simulation running entirely on background threads.
  • Dense grass system with player-radius culling, per-asset radius and slope-aware sinking.
  • Initial release: infinite chunk streaming, async mesh generation and collision cooking, seamless normals, layered noise with continental mask and domain warp, biome blending, beach layer, foliage, water plane and editor preview.