ð§ĐPatch note - Massive Village
1.3.1
Fixed some PCG warning
Corrected the drawing tool to see Massive World properly and ignore PCG partition content in the drawing
1.3
Massive update for Unreal 5.5!
Massive Village can now spawn Place of Interest (POI), those are level instances that can spawn procedurally in the world with a certain logic using tags and a tag generator (ex: snap to ground, rotate, chance to spawn, etc...).
Now use PCG partition by default for better performance and speed.
Advanced integration with Massive World, MW can now see inside the villages, farms, and cemeteries and spawn seamlessly in them while avoiding the buildings and roads.
Various performance improvements.
1.2.4
Fixed the road meshes to not follow the landscape's slope
Improved the fence placement of the village
1.2.3
Improvement to all the fence logic
Fix the spline road being ignored inside the village/farm/cemetery
1.2.2
Fix the house/farm fences not following the landscape properly
1.2.1
Added vegetation to the farm. They can be added directly to the database or existing farm actors
Reordered the variable on farms
Fixed the fences on the farm to not follow the landscape slope
1.2
Now with cemeteries! You can draw cemeteries in a few clicks now!
Place Catedral
Add tombs and pantheon around the cemetery
Add lightning along the roads (torch, lamps, etc...)
Can be fences or not, with gates
Max building, vegetation, and rock slope have also been added.
1.1
Added spawner inside the villages and farm (placement only) for enemies, NPC, and animals
Complete integration with Massive World, you can now share the vegetation data so that one biome works on both tools
Added the option to draw the crops only for the farm
PCG integration with Hi Gen World Partition
Performance optimization
1.0
Massive Village first release
Last updated