changelog
Release history. Each entry maps to a Fab Marketplace version.
First public release on Fab. Includes the full 10-module architecture, both flat and planetary world types, the noise system with 10 built-in classes, foliage stack with Poisson-disc distribution, heightmap volumes, Snap & Grid spawners, the WS Toolbar with 23 features, and the 64-bit FDVector math layer.
added
- 10 native modules: Core, Noise, Foliages, Volume, Common, Compute, GPUTerrain, Editor, Factory, PCG.
- Flat and planetary world generation up to 100,000 km radius.
- FDVector double-precision math throughout the surface pipeline.
- Built-in noise classes: Custom (Earth/Moon), PlanetTerra, RockyWorlds, Selenae, IceWorld, CubeNoise, WarpedNoise, TinyPlanet, HeightMapBasedV2.
- Foliage Asset / Collection / Cluster / Blueprint with biome constraints (elevation, temperature, humidity, slope).
- Heightmap Influencer with R/G/B/A channel layout (Height/Temperature/Humidity/Mask) and a separate Ocean heightmap.
- Volumes: HeightMap, Noise, Hole, Foliage Mask, Collision Invoker.
- Custom MovementComponent & planetary gravity subsystem.
- WS Toolbar with 23 features, 6 camera modes, and an in-engine Heightmap Editor.
beta features
- Subsystem registry, nearest-tracking and Material Parameter Collection sync.
- Gravity Value system.
- Volume Pooling.
- Foliage Collision Pooling (FCP) with CPU/GPU compute selection.
- Foliage Baker.
- Heightmap Editor & Heightmap Tools Volume.
- Collision Invoker Volume.
- WorldScapePCG module for PCG graph integration.
- WorldScapeCompute & WorldScapeGPUTerrain modules.
notes
- UE5 setting requirement: Velocity Pass = "Write After Base Pass" (Project Settings → Rendering).
- Material fix: in
MF_SLM_Layer_Planet, promote planet location to Double, set Rotate with Planet to false. - Water plugin must be enabled before packaging.
Full documentation overhaul aligned with the current plugin source code (~115 headers, 10 modules). Every property name, delegate, enum value and console variable was re-verified against the C++ source.
corrections
- Renamed
WorldScapeTypeto its real nameGenerationTypethroughout. - Replaced the
Z=-637875790magic-number convention with the realPlanetScale=637817792property. - Removed the deprecated
r.UseVisibilityOctree 0setup line (not used by the plugin). - Replaced fictional delegate names with the real
FInitializedEnd,FOnCollisionLodsUpdate,FWS_Pooling_OnInitialized,FWS_OnNearestChanged/NULL/Registry/UnRegistry,FWS_OnStart/End*family. - Fixed enum values:
EHMSamplingMethod(3 values),EWSHeightMask(6 values),EFoliageWaterSpawn(Ignore/OutsideWater/InWater),EWS_FCP_TypeCompute(Auto/Near/Far),EWSSnapDataType(3 values). - Renamed Root properties to their real names:
bOcean,OceanHeight,WorldScapeNoise,LodResolution,MaxLod,TriangleSize,HeightAnchor.
new sections
- Console reference, full list of 7 cvars + 1 command.
- Volume Pooling, complete
Pooling_Take/ReleaseAPI. - Grid Streaming, 9 properties,
AWS_Grid_InvalidSphereexclusions, per-cell delegates. - Collision Invoker, component vs volume distinction.
- Foliage debug widget, runtime profiler.
- Pawn-relative queries (
GetPawnNormal/Tangent/BiTangent/Altitude/DistanceFromGround). - Force-regenerate & cleanup family (
WS_ForceRegenerate*,WS_CleanFoliage). - Volume queries (
GetVolumeAtPosition,GetGroundNoiseWithVolume). - Material runtime swap (
UpdateTerrainMaterial,UpdateOceanMaterial). - Rebase events (
OnBeginRebase,OnFinishedRebase). - Tags reference (
WS_Valid,WS_Invalid,WS_Planetary,WS_Exclude). - Editor function library (
WS_CreateLandscape& friends). - Material Parameter Collection auto-sync explanation.
- Expanded noise-class catalogue (16+ classes including
UEarthNoiseFuntion,UTheMoonNoise,UQangaV2Noise,UBarenWorldsNoise). - Added the seventh
FNoiseDatafieldbool Hole.
WorldScape was used internally on multiple shipped and pre-alpha titles before its public release. QANGA, LoopLife and others. Earlier engine versions (UE 4.26-4.27, 5.0-5.3) were supported in private builds. Public history begins with v1.0 on Fab.
For the legacy 5-layer material system used in those builds, see Materials · Legacy 5-layer.