π‘Quick Start
Last updated
Last updated
Massive World requires a few plugins made by Unreal to work, activate the plugin below then restart your project.
Procedural Content Generation Framework (PCG)
Procedural Content Generation Framework (PCG) Geometry Script Interlop
Landscape Patch
Scriptable Tools Editor Mode
Scriptable Tools Framework
Geometry Script
Then add Runtime Virtual Texturing to your project (optional but needed for many features).
Be sure never to move MassiveWorld folder in your project, this could cause some problems with updating and baking textures.
Now that the plugins are installed, you can create your landscape and add any material you want. Massive World comes with a stylized landscape material you can use.
Important: The landscape material is now called MI_MassiveLandscape.
Go into MassiveWorld / Blueprint, right-click on BP_MassiveWorldEditor, and click "Run Editor Utility Widget". This will open the main tool Massive World, you can already click Generate World and play with the settings.
Note that on the first run, it will ask to add a layer on your terrain, you need to accept.
Note2: The "Biome" section in the video above has been moved to the drawing tool (more on that later)
Since the update 1.0.2, Massive World now has 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.
In size, make sure to use dot and "." not commas ",".
Now that you are ready to start, it is highly recommended to do the next section "Preparing for future updates" section before starting anything.
Note: The grass will be dark and it's normal, we need to fix virtual texturing. More on that later.
Note 2: Here are the 3 most common issues at this stage and the solution.