> For the complete documentation index, see [llms.txt](https://qwertystudio.gitbook.io/calysto/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://qwertystudio.gitbook.io/calysto/quick-start.md).

# Quick Start

This page covers the basic setup required before using Calysto World 5.8.

### Dependencies

Enable these Unreal Engine plugins, then restart the project:

* Procedural Content Generation Framework
* Procedural Content Generation Framework Geometry Script Interop
* Landscape Patch
* Scriptable Tools Editor Mode
* Scriptable Tools Framework
* Geometry Script

In **Project Settings > Platforms > Windows**, set:

```
Default RHI: DirectX 12
```

Then open:

```
Project/Config/DefaultEngine.ini
```

Add:

```
[SystemSettings]
grass.GrassMap.AlwaysBuildRuntimeGenerationResources=1
```

***

<div data-full-width="true"><figure><img src="https://3223403327-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F5xsfjHEQXblHDG7WFyoC%2Fuploads%2FVKrzxmF1PWi86txroUom%2Fimage.png?alt=media&amp;token=e3444f16-9b23-4f04-9d6d-f572d9959a1d" alt=""><figcaption></figcaption></figure></div>

### Optional Plugins

Enable **Runtime Virtual Texturing** for RVT-based features such as roads, landscape blending, and the included Calysto landscape material.

Enable **Water** and **Water Advanced** only if you want to use Unreal’s experimental water system.

For Nanite foliage spawning, enable:

* Procedural Vegetation Editor
* Nanite Foliage

#### Optional AI and Automation Setup

Calysto World can be controlled by AI assistants through Unreal’s existing editor tools. These plugins are optional and are not required for the standard Calysto World workflow.

For the tested Unreal Engine 5.8 setup, enable:

* **Unreal MCP** — exposes Unreal Editor tools to an external AI assistant.
* **Toolset Registry** — registers the available tools.
* **EditorToolset** — provides actor, property, asset, and Blueprint operations.
* **PCGToolset** — provides additional PCG graph tools.
* **Python Editor Script Plugin** — supports editor scripting and is a dependency of Toolset Registry in this version.

Accept any required plugin dependencies, then restart the editor. Some of these plugins are experimental, and availability may differ between Unreal Engine versions.

Start the **Unreal MCP server** and connect your compatible AI client. You can enable automatic server startup in the Unreal MCP settings.

All the information required for the AI will be in the [AI and Automation Reference](/calysto/ai-and-automation-reference.md) page.

<figure><img src="https://3223403327-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F5xsfjHEQXblHDG7WFyoC%2Fuploads%2F1n3v5aThkfxGim6gfw0n%2Fimage.png?alt=media&amp;token=93513ef7-dd35-4b8f-9d65-ced03459f4a0" alt=""><figcaption></figcaption></figure>

***

### Prepare the Landscape

Create your landscape and assign a landscape material.

You can use your own material or the included Calysto landscape material.

***

### Open Calysto World

Go to:

```
Calysto/World/Blueprint
```

Right-click:

```
BP_CalystoWorldEditor
```

Select:

```
Run Editor Utility Widget
```

This opens the main Calysto World tool.

On first use, Calysto World may ask to add a **Patch** layer to your landscape. Accept it.

***

### WorkZone

Calysto World uses a movable **WorkZone** to control where stamps, biomes, and procedural content are generated.

This helps keep the workflow compatible with World Partition.

{% embed url="<https://drive.google.com/file/d/1-fpaK-bsODepwGbtdIJlwSM136qubqxZ/view?usp=sharing>" fullWidth="true" %}

Note that on the first run, it will ask to add a "patch" layer on your terrain, you need to accept.

Calysto World now uses a WorkZone area where you can move in the scene. This will allow you to control where you want to spawn your stamps/biomes and make it compatible with World Partition out of the box.

### Next Step

Before creating your own biomes, read:

[Preparing for future updates](/calysto/preparing-for-future-updates.md)

### Changing the UI style

Starting 5.6, Unreal changed the editor tool style, and it no longer supports icons (This seems like a bug). You can switch to the previous style in the project settings.

<div data-full-width="true"><figure><img src="https://3223403327-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F5xsfjHEQXblHDG7WFyoC%2Fuploads%2FLcpyYVHu96jG9Pi1SGA8%2Fimage.png?alt=media&amp;token=5313d511-b29a-45f7-b50d-0fc67848931d" alt=""><figcaption></figcaption></figure></div>

### Multiplayer

For multiplayer projects, check the [**Multiplayer**](/calysto/multiplayer.md) page.

### Advanced Reference

Most users should start with the standard Calysto World editor workflow.

For AI assistants, automation workflows, or direct actor setup using `BP_CalystoWorld` and `BP_CalystoBiome`, see [**AI and Automation Reference**](/calysto/ai-and-automation-reference.md).
