πŸ—»
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
Powered by GitBook
On this page

Place of Interest (POI) πŸ”₯

PreviousBiome maskNextAI Spawner (5.4)

Last updated 6 months ago

Starting 5.5 you can now spawn Place of Interest (POI). Those are level assemblies you can build yourself and spawn through the biomes, rivers, and lakes. This new system also comes with a tag generator to facilitate your workflow.

First, go to MassiveShared, right-click on BP_MassiveTags, and Run Editor Utility Widget, this will open the small UI to generate tags

The POI can be created in any scene but I have left an example in Massive/MassiveWorld/Demo/MassiveWorld_Assembly

In this level, the POI is already packed, so we need to break it first.

Once "broken" you can see all the static meshes added inside that level and can modify them again.

The logic is simple, you add some tags on every static mesh, and depending on the tag added PCG will spawn them with a certain logic.

For example, you probably want the trees to be at the landscape level and want a random Z rotation. To do this you just need to select the trees, and click on the two buttons "Project To Landscape" and "Rotate Z only". This will add the required tags for PCG.

When you are ready to pack again, you can create a level instance like this. I tend to use the center min Z for the pivot type but feel free to experiment.

And finally, you need to create a PCG data level by right-clicking on the newly created scene.

And this makes it ready to be added inside the biome!

You can still update the level instance after but don't forget to repack the PCG asset to update its content.

This example is simple and made with trees, but it could also be used for anything. For example, you can spawn a small log cabin as a Place of Interest (POI), have the wood logs snap to the ground, some progs to spawn 50% of the time, etc. This feature will be shared among Massive World and Village.

πŸ‘οΈ