📄️ Introduction
Errant Biomes can be used to procedurally spawn all kinds of objects in the level.
📄️ Video tutorial
The tutorial shows only a small portion of the plugin features and workflows.
📄️ First steps
Here are the first steps to take to setup a newly created level:
📄️ Examples
1. Inputs
📄️ Biomes
A biome is a region in a world with distinct geographic features. A World can contain mutliple Biomes.
📄️ Species
Species is a group of similar individuals.
🗃️ Material Masks
8 items
📄️ Input Masks
The Errant Biomes system can be orchestrated using a variety of mask inputs. These inputs can be conveniently forwarded to species or sub-biome material masks.
📄️ Painting Masks
You can create and hand-paint masks using the Paint Mask tool in the toolbar.
📄️ Instanceable Blueprints
Species support spawning blueprints, but this is sub-optimal in terms of performance and memory usage.
📄️ Partial World Regeneration
When modifying biomes, you don't need to regenerate the entire world every time. Instead, you can regenerate only a selected part of the world, which is quicker than a full regeneration. Once you are satisfied with the changes, you can then regenerate the entire world.
📄️ Tips and Tricks
Put species in sub-biomes
📄️ Freezing
You can select a fragment of the world and freeze it. Optionally you can convert spawned instances from that fragment into actors and then tweak them manually.
📄️ Biomes Tags
Image showing sub-biome tags
📄️ Blueprint Library
Errant Biomes can be controlled using blueprint nodes allowing you to automate elements such as asset creation, generation and asset validation.
📄️ PCG
Integration
📄️ Roadmap
Here are the things we plan to work on in the coming months. In no specific order.
📄️ Landscape
Biomes allows easy access and modification of the unreal landscape.
📄️ Post Processing
Errant Biomes allows you to run your Blueprint or C++ code on offline spawned instances.
📄️ Runtime Mask Access
Errant Biomes mask data can be accessed in runtime allowing you to drive your game logic by your world metadata.
📄️ World Partition
The Unreal Engine's World Partition system serves as a robust map streaming solution designed for large environments.