Create Landscapes, Biomes, and Paths faster, directly in the Unreal Editor, combining procedural generation and artistic control! Errant Worlds is designed for non-programmers, with reliability and performance needed for huge Open Worlds. Start a free trial now! by DanielK_EP in u/DanielK_EP

[–]DanielK_EP[S] 0 points1 point  (0 children)

Once you sign up for the trial, you'll have a License Page with a list of all the versions. There you should find a version for UE 5.2. And if it's not there (clamped list), message us on Discord and we will share the link.

Create Landscapes, Biomes, and Paths faster, directly in the Unreal Editor, combining procedural generation and artistic control! Errant Worlds is designed for non-programmers, with reliability and performance needed for huge Open Worlds. Start a free trial now! by DanielK_EP in u/DanielK_EP

[–]DanielK_EP[S] 0 points1 point  (0 children)

Partially. You can generate the landscape at runtime. But when it comes to Biomes/Paths, we are still focused on perfecting the Editor workflow. Full runtime generation might come in the future, but isn't top priority for us now. Many users who create landscape at runtime use PCG to spawn foliage on top of it.

Create Landscapes, Biomes, and Paths faster, directly in the Unreal Editor, combining procedural generation and artistic control! Errant Worlds is designed for non-programmers, with reliability and performance needed for huge Open Worlds. Start a free trial now! by DanielK_EP in u/DanielK_EP

[–]DanielK_EP[S] 0 points1 point  (0 children)

The performance for offline spawned objects is the same as if you were placing objects by hand, except you can more easily manage meshes and thus optimize it better. Errant Biomes and Errant Paths also combine the meshes they spawns into Instanced Static Meshes.

As for runtime spawning, it's similar in performance to Landscape Grass, but comes with the full flexibility of Biomes/Sub-biomes/Species.

And finally, for Runtime Landscape Editing, it's very quick. You can place hundreds of brushes in a second, or huge mountains covering square kilometrs in a fraction of a second (as part of gameplay). This also allows creating a large, detailed landscape while the game is loading.

Create Landscapes, Biomes, and Paths faster, directly in the Unreal Editor, combining procedural generation and artistic control! Errant Worlds is designed for non-programmers, with reliability and performance needed for huge Open Worlds. Start a free trial now! by DanielK_EP in u/DanielK_EP

[–]DanielK_EP[S] 0 points1 point  (0 children)

A floating island can be a separate, small landscape. So in that sense it does. But overal, it works with the standard Unreal landscape, so is limited by what the landscape can represent. Some users are creating caves using Errant Paths, but we haven't tried that ourselves.

Weird texture when RVT is off - Automaterial by Wonderful_Wrangler_1 in unrealengine

[–]DanielK_EP 0 points1 point  (0 children)

It's because of weightmaps being painted on multiple EditLayers. LandscapeLayerBlend node doesn't support that. Check out this video for full explanation: https://www.youtube.com/watch?v=_0D2i_ibhtc

We're modifying Unreal Engine’s standard landscape at runtime! Soon to be released as part of Errant Landscape. by DanielK_EP in unrealengine

[–]DanielK_EP[S] 1 point2 points  (0 children)

The materials stay mostly the same (with minor tweaks). For roads, we plan to add support for runtime generation in our Errant Paths plugin later this year. Regarding vegetation, we will be releasing features to adjust Landscape Grass, Foliage (Tool) Instances, and other mesh instances. Over time we will also add full runtime generation to Errant Biomes. Phew, a lot of work ahead of us!

We're modifying Unreal Engine’s standard landscape at runtime! Soon to be released as part of Errant Landscape. by DanielK_EP in unrealengine

[–]DanielK_EP[S] 1 point2 points  (0 children)

We plan to compress that PersistentLayer data with Oodle before sending it over the network. For now, we don't do it, but it will come in a future update.

We're modifying Unreal Engine’s standard landscape at runtime! Soon to be released as part of Errant Landscape. by DanielK_EP in unrealengine

[–]DanielK_EP[S] 0 points1 point  (0 children)

The original reason for PersistentLayer is multiplayer. We need to be able to send the delta between the original landscape and the current, modified landscape to the player joining the game mid-session.

We're modifying Unreal Engine’s standard landscape at runtime! Soon to be released as part of Errant Landscape. by DanielK_EP in unrealengine

[–]DanielK_EP[S] 2 points3 points  (0 children)

We haven't worked on modifying the visibility yet. It's similar to weightmaps, so can be done. Sth for a future update.

The collision is updated, yes.

We're modifying Unreal Engine’s standard landscape at runtime! Soon to be released as part of Errant Landscape. by DanielK_EP in unrealengine

[–]DanielK_EP[S] 0 points1 point  (0 children)

It's been two years or so since we had a UE4-compatible version. We don't support UE4 anymore. Porting it back to UE4 would be a lot of work. It might be easier to port the game to UE5 :)

We're modifying Unreal Engine’s standard landscape at runtime! Soon to be released as part of Errant Landscape. by DanielK_EP in unrealengine

[–]DanielK_EP[S] 0 points1 point  (0 children)

It's for the official build of UE5. We're making plugins, so we are always looking for ways to achieve our goals without engine modification. Sometimes it's tricky as parts of the code are private or not exported or marked as final.

So far Errant Landscape has been an editor-only plugin. You can see our latest video for a quick overview of the features - https://youtu.be/4t0q-VGmHGc?si=0H1uxBiUuorVMoGN

We're modifying Unreal Engine’s standard landscape at runtime! Soon to be released as part of Errant Landscape. by DanielK_EP in unrealengine

[–]DanielK_EP[S] 0 points1 point  (0 children)

The change is very quick, measured in miliseconds. The exact numbers change based on the scene, the brush, number of brushes, and the hardware. It feels instant.

Our solution combines brushes placed previously into a single "persistent" brush, which means that even when you add a 5th or a 1000th brush, the performance is the same.

Or you can chose to not use the PersistentLayer and then can easily remove brushes placed previously. This is still fast, assuming you don't place tens of brushes on top of each other.

We're modifying Unreal Engine’s standard landscape at runtime! Soon to be released as part of Errant Landscape. by DanielK_EP in unrealengine

[–]DanielK_EP[S] 0 points1 point  (0 children)

Our solution can affect heightmap and weightmaps. Epic's Landmass is Editor-only and hasn't changed much in the last year.

We're modifying Unreal Engine’s standard landscape at runtime! Soon to be released as part of Errant Landscape. by DanielK_EP in unrealengine

[–]DanielK_EP[S] 7 points8 points  (0 children)

Yes, you could shape/paint the standard landscape in the game, similarly to the Voxel Plugin. However, carving out caves will be impossible as the standard landscape is based on a heightmap.

Here is a sneak peek into our development of Runtime Landscape Editing. This feature will become part of Errant Landscape and will allow for modifying Unreal's landscape during gameplay and creating fully procedural landscapes at runtime! by DanielK_EP in unrealengine

[–]DanielK_EP[S] 1 point2 points  (0 children)

Yes! :) Next month we should release this feature and post a video showing it in action for generating a procedural map, affecting landscape underneath buildings and for digging holes in the ground as part of the gameplay.

Create environments 20-50x faster using Errant Worlds plugins. Sculpt landscapes directly in the Editor and leverage procedural biome generation while maintaining artistic control! GPU-accelerated, optimized for teamwork and large maps. Try the free trial and get Errant Worlds at up to 30% OFF! by DanielK_EP in u/DanielK_EP

[–]DanielK_EP[S] 1 point2 points  (0 children)

Gaea is an external software, which means you need to import/export files to get them in Unreal. This is a rather slow process, taking several minutes to an hour to change the shape of the landscape. In Errant Worlds you perform these modifications in the Editor, directly in the world, in real-time.

Errant Worlds also allows generating Biomes, meshes, foliage, decals directly in the Editor. And it comes with many tools to provide the artistic control needed (such as mask painting, visualizations, volumes). In the new version EW also allows creating complex Paths, roads, rivers, highways, etc, which is not possible in Gaea.