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Errant Biomes 1.8

ยท 3 min read

MountainsScreenshot

This update brings support for Unreal Engine 5.5, Debug tool overhaul, better PCG integration and various other improvements and bug fixes.

Unreal Engine 5.5 supportโ€‹

The plugin is now compatible with Unreal Engine 5.5.

Improvementsโ€‹

  • Mask sampling nodes in PCG can now read all types of Biome masks - Species Growth/Scale, Sub-biome, Errant Paths Mask BiomeMask, Errant Landscape BiomeMask, Hand-Painted Masks, and Custom Masks.

  • Selecting landscape components for generation in large maps is now more convenient as you can increase the selection radius. Selection can now be optionally saved between Editor restarts.
  • We overhauled the Debug tool which can now visualize multiple Masks, Species and Sub-biomes simultaneously.
  • Species can now be temporarily disabled.

  • We added an option to browse directly to assets from the Debug tool.

  • InstanceableBlueprints can now be created directly from the Content Browser via the context menu.

  • When spawning individual actors (non-static meshes), the system now uses InstanceSettings->ActorTemplate as the base class for that actor.

  • We significantly improved the sampling performance of large BiomeMasks in the plugin and in the PCG nodes.

  • We switched from using PIX utilities to IRenderCaptureInterface for GPU captures, which simplifies debugging on consoles and resolving compilation issues.

  • We overhauled our mask sampling API - improved clarity and functionality for asynchronous operations and data availability checks.

Fixesโ€‹

  • Fixed some instances getting incorrectly removed while generating neighbour components.
  • Fixed BiomesPartitionActor having incorrect runtime bounds in World Partition in some circumstances.
  • Fixed some of Errant Biomes material custom nodes not being automatically listed in Species parameters.
  • Fixed commandlet saving actors not related to Errant Biomes.
  • Fixed changes in the mask material dirtying generation twice.
  • Fixed invisible instances being counted in some Runtime Spawning debugs.
  • Fixed generation component selection not working reliably on smaller landscapes.
  • We now skip showing the "mask type selection widget" when creating a mask of a known type.
  • Fixed IsIdle method in Runtime Spawning Subsystem never returning true, even when spawning has finished.
  • Fixed "Instance Group Size Multiplier" being ignored when passed as part of the Instanceable Blueprint with spawning info.
  • Fixed several rare crashes.
  • Fixed "offset from the ground" property not working on some of the debugs visualizations.
  • Fixed camera control while in painting modes. On some occasions, it was not possible to rotate/pan the camera.
  • Fixed "Visualization Alpha" not working when no masks are selected.
  • Fixed mask painting brush preview having incorrect texture shown when the texture is set to null.
  • Fixed "Mask Based Species" tool not working correctly.
  • Fixed not all masks tasks getting awaited on flush, which was leading to inconsistent results in commandlet and users' custom tools.
  • Fixed mask readback background task crashing when reading too many masks in a single batch.
  • Fixed brush preview occassionally breaking when painting Biomes.
  • Unified C++ standard used in all of the modules. This fixed compilation issues in some configurations.