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.