🧩Patch Note - Massive World

1.4.3

Corrected some small warning with the cliffs

Improved the drawing behavior to now ignore objects in world partition

1.4.2

Advanced integration with Massive Village. Massive World will now be able to see inside the village and spawn vegetation while avoiding every building, roads, POI, etc.

1.4.1

A NoBiome non-weighted layer was added to the landscape material. It can be used to tell the biomes to now spawn anything in that area. This "NoBiome" can be used with any Landscape Materia.

The scriptable tool now has a debug tool. You can click and drag your mouse on the screen to see which actor is hit, the physical material, and more.

1.4 (Unreal 5.5 +)

Massive update with a lot of improvement and new features!

New biome 3.0: The new biome brings a lot of improvement and more control.

  • The biomes are a lot faster

  • Use world partition by default

  • Smoother merge with rivers and lake

  • New biome priority system, you can now have biome inside biome

River and lake biome: Lakes and rivers now have biomes and use the same data as the main biome.

New tag tool -> Massive Shared / BP_MassiveTags: The tools allow you to quickly add tags to multiple actors in your scene in a simple click (ex: NoBiome tag so the actor removes trees when placed in the world).

New Place of Interest (POI)

You can now create level instances and spawn them via the biome, lake, or river! With the new tag system, you can also tell PCG to modify your level instance For example, you can tell PCG to spawn trees inside that level, rotate them randomly, and place them in the landscape.

Finally, a lot of improvement overall based on my past experience in studios to gain the best performance possible and the fastest generation in the editor.

Known issue from 5.5: Sometimes, the PCG doesn't detect the other biomes properly. To get around this temporary problem, there is a "Force Refresh" button on the biome, river, and lake.

1.3.13

Total rework of the river and lake audio system

Now using a data base approach using assets

No longer add tons of "audio source" in your scene

Use a spline based logic

Improved all the icon visual a bit

Removed the "biome" section on the main UI, will bring back a better version later. You can still draw the biomes just as the usual workflow.

1.3.12

NEW! A cliff generator, simply draw your cliffs in the world and customize it with a database.

Add and customize sediments at the bottom of the cliff

Add rocks and spread them near the bottom

Use your own cliff meshes and add rocks procedurally to create variation

Create a cliff "top" to merge easily with the top of a mountain landscape.

1.3.11

Optimization improvement for partitioned world.

1.3.10

I added the tag "NoBiome," which can be added to an actor. This will tell the biome system not to spawn anything on any actor with this tag.

Fixed the road displacement channel to work properly.

Added the roughness back to the road material (the channel is not needed anymore).

Improved all the demo meshes to be a lot smaller in the project.

Trees now keep their shape when they are viewed from afar.

Turned off the RVT in the demo level per default and added a note to turn it on.

1.3.9

Fix for the biomes to not spawn properly (sometimes) on the bigger world.

1.3.8

Added a "fill biome" in the scriptable tool. You can now add a default biome (one per landscape or per landscape proxy for World Partition's world).

Default biomes use the same data as a classic biome but with low density and priority.

1.3.7

Fixed the road being override but Massive Village's roads when they are both in the same project.

1.3.6

Liberate the roughness channel for the RVT. Roughness can now be used for your landscape material.

Updated the note inside the master materials.

1.3.5

Fix on the biome not drawing properly because of the update 1.3.4

1.3.4

Greatly improved the memory usage.

1.3.3

Fix the texture baking not working properly

Increased the overall density of the biomes

1.3.2

Fixed flowers not snapping to the ground

Improved integration between Massive World and Village

small optimization

1.3.1

Adjustment to the spawner overrides to be compatible with Massive Village.

Work on the data asset to make the vegetation compatible with Village (require remake of the data asset)

Fix on the mountain level not being updated.

1.3

New biome 2.0

  • Complete new biome remade from scratch for PCG to benefit from 5.4

  • 100+ customization options

  • Now add vegetation to rivers and lake

  • Now add underwater and mountain-level

New spawner system (placement only)

  • Add your spawner in the biomes and zones

  • Made to work with other tools on the store or your own

  • New tools added, spawner remover and spawner override

And more!

  • New World Partition demo with the new Hi Generation partition for PCG

  • Better integration with Massive Village

  • Shared folder with Massive Village (update on Massive Village come soon)

  • Completely switch to a data asset system, no need to add your meshes inside PCG

  • Data assets can now be shared

  • Greatly enhanced the patch density (fewer patches for the same result)

  • Greatly enhanced the texturing patch density and rework of the system

  • Landscape material improvement

  • Refactor of the drawing tools

  • And many more improvements!

1.2.7

Fix on the demo scene being corrupted on 5.4

1.2.6

Small optimization

Fix preventing project build

1.2.5

Fix the river textures to not work properly.

1.2.4

Fix to the road system.

1.2.3

Fixed problems in building for the rivers and lakes.

1.2.2

Added Check RVT function in the Extra section

Optimized the RVT performance

1.2.1

Small bug fixes

1.2

Biome texturing using RVT! You can now use biomes to texture the world using the new auto landscape mask!

Rivers and lakes now texture the terrain

Greatly improved the stamp placement to be more centered in the WorkZone

Improvement on the landscape material to be easier to use and better micro variation

1.1.4

New road system! You can now paint roads in the world using the spline painting tool (require RVT).

Fixed the database not showing the biomes properly

Improved the behavior of the painting tool

Fixed the beach not painting properly

1.1.3

Quick fix on the biome not refreshing properly.

Optimization with the mesh spawner.

1.1.2

Added a water level setting on the Massive World Editor. This will automatically affect the vegetation and river placement.

Added the possibility for rivers to generate under the water level

Added an IS Spawner Sample for the placement inside the biomes. It does the placement only so you can use your favorite or custom AI spawner solution.

Improved the river behavior.

Changer the river audio system to spawn on X distance instead of per point spline.

1.1.1

Fixed the lake stamps not working properly

Added a bool asking if you want to override or not the stamps already in a zone when placing new stamps.

1.1.0

Added a new editor tool for free! See the video.

Draw rivers (beta), lakes, and biomes directly in the editor

Automatic audio for the river

Automatic waterfall effect placement

Work with any style (low poly, stylized, realistic)

Greatly optimize the performance during play mode

Improvement in the size of the stamps for the editor

1.0.2

Reworked the workflow to add full support with World Partition.

Added a "WorkZone" giving you full control of where to spawn heightmaps/biomes.

Switched to composite data table allowing you to not lose any data by copying the existing ones during an update.

1.0.1

Fix the layer detection not working as intended.

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