WorldGen quick start
This guide gets streaming terrain running in an empty level. It assumes WorldGen is installed.
1. Streaming terrain in four steps
Section titled “1. Streaming terrain in four steps”-
Place the streaming manager. In the Place Actors panel, search for
WorldStreamingManagerand drag one into your level near the world origin. -
Assign a terrain material. Set WorldGen → Terrain Material to a material that reads WorldGen’s vertex colour and UV channels (see below).
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Preview in the editor. Click Preview Terrain in the Details panel. Terrain appears asynchronously within a second or two. Change parameters and click it again to rebuild.
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Play. Terrain streams around the player automatically, with no further setup.
2. Set up the terrain material
Section titled “2. Set up the terrain material”WorldGen bakes all terrain blend weights into the mesh. Your material reads them to blend its layers.
| Channel | Material node | Meaning |
|---|---|---|
VertexColor.R |
Vertex Color → R | Water: 1.0 below sea level, 0.0 above |
VertexColor.G |
Vertex Color → G | Grass: the base layer |
VertexColor.B |
Vertex Color → B | Rock: height and slope based |
VertexColor.A |
Vertex Color → A | Snow: high-altitude cap |
UV1.R |
TextureCoordinate(1) → R | Beach / sand: 1.0 at the waterline, fading above. Also carries desert sand. |
UV1.G |
TextureCoordinate(1) → G | Road: 1.0 at the road centreline, fading across the corridor |
The manager also pushes a SeaLevelZ scalar parameter into the material.
Recommended blend order:
Grass (base) → Lerp(Grass, Rock, Alpha = VertexColor.B) → Lerp(above, Snow, Alpha = VertexColor.A) → Lerp(above, Beach/Sand, Alpha = TextureCoordinate(1).R) → Lerp(above, Road/Tarmac, Alpha = TextureCoordinate(1).G) → Lerp(above, Underwater, Alpha = underwater_mask)For a smooth per-pixel underwater mask:
AbsoluteWorldPosition → Mask (B) → Subtract (SeaLevelZ) → Multiply (-1) → Divide (500) → Saturate → use as the Underwater Lerp alpha3. Add biomes
Section titled “3. Add biomes”Select the WorldStreamingManager, tick WorldGen → Biomes → Enable Spatial Biomes and click Preview Terrain. Temperature and humidity noise now divide the world into Tundra, Boreal, Desert and Tropical zones. Desert sand appears automatically, with no material changes.
4. Add roads and towns
Section titled “4. Add roads and towns”-
Create a WorldGenRoadAsset and a WorldGenSettlementAsset (Content Browser → Add → Miscellaneous → Data Asset), or use the included samples.
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On the manager, under WorldGen → Roads, assign both assets and tick Enable Roads.
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Assign a Road Mesh on the road asset and click Preview Terrain.
Settlements and the roads between them are generated from the seed, so the whole network is reproducible and seam-free.
Where to next
Section titled “Where to next”- Features covers the actor spawner, exclusion volumes, water and multiplayer.
- Troubleshooting covers falling through terrain, navigation limits and building placement.
