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Massive World
  • Massive World
  • πŸ’‘Quick Start
  • πŸ’‘Setup Runtime Virtual Texture (RVT)
  • πŸ’‘Preparing for future updates
  • ⛰️Customizing the landscape
  • ⛰️Customizing the stamp database (5.5)
  • 🌳Biome (Unreal 5.5) πŸ”₯
    • 🌲Customizing your biome databaseπŸ”₯
    • 🌲Customizing your biome πŸ”₯
    • 🌲Biome mask
  • πŸ‘οΈPlace of Interest (POI) πŸ”₯
  • πŸ’€AI Spawner (5.4)
  • ⌨️DevMode (5.4)
  • πŸ“ˆUsing your own PCG graph
  • πŸ–ŒοΈDrawing roads, rivers, lakes and biomes
    • 🌊Drawing rivers and lakes (beta)
    • 🌊Automatic audio and waterfall (beta)
    • 🍁Biomes
    • πŸ›£οΈPaint Roads
    • πŸ§—β€β™‚οΈDraw Cliff
    • ❌Drawing remove biomes
  • 🎨Landscape texturing / masking
    • Texturing with biomes
    • Texturing with roads
    • Auto Landscape Mask Properties
    • Texturing with lakes and rivers
    • Using Massive World with other landscape material. (Advanced). Example: Brushify
      • Example: Dreamscape
  • 🧩Patch Note - Massive World
  • Download
  • ❔FAQ
    • The landscape is all dark
    • Can't spawn any tree but I see rocks
    • The texture looks blurry
  • Legacy
    • 🌳Biome (Unreal 5.3)
      • 🌲Customizing your biome water level and layer detection
      • 🌲Biome placement
      • 🌲Customizing your biome database
      • 🌲Customizing your biome PCG
      • 🌲Biome mask
    • 🌳Biome (Unreal 5.4)
      • 🌲Customizing your biome water and mountain level
      • 🌲Customizing your biome database
      • 🌲Customizing your biome
      • 🌲Biome mask
  • Extra
  • βž•Extra functions
  • 🌳Stylized Asset
    • Adding water
    • Landscape Material
  • ❗World Partition
  • ☘️Gathering and interaction
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On this page
  • Automated audio (rivers)
  • Automated audio (lakes)
  • Waterfall Fx
  1. Drawing roads, rivers, lakes and biomes

Automatic audio and waterfall (beta)

PreviousDrawing rivers and lakes (beta)NextBiomes

Last updated 8 months ago

Automated audio (rivers)

The second part of the tool is reserved for rivers only. It allows you to add audio along the river automatically. The audio is split into 3 areas decided by the slope of the river.

Calm water, running water, and waterfall.

The audio is also controlled by a database you can easily customize (more on that later).

First, create a new data asset

Then create a PDA_RiverAudio

Once created you can fill the data with your audio and sound distance it can be heard

Inside the drawing tool, you can then select River and add your audio database.

Add Audio: Set to true to add audio

River Audio: Add here your own data for the audio

Following the 10/30 that means...

Automated audio (lakes)

Lakes only have one audio near the edge and don't have slopes so the workflow is simplified. You only need to set the audio distance and the audio you want to use.

Waterfall Fx

Inside BP_Waterfall you can switch the effect to use any of your effects.

Note that the current example uses Niagara but you can also remove it and switch to the old Fx system.

To reduce the density you can go inside the PCG_Road_Water and tweak the Density Filter Lower Bound.

The Transform Point can also be tweaked to adjust the position/rotation and scale of the waterfall effect. You can also randomize all those transforms.

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