Creating an Open World With New Procedural Tools | Errant Worlds + Unreal Engine

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Creating large Open Worlds is easy when you have the right tools!
This timelapse shows how Errant Worlds streamlines the entire process without taking away control.

Music by Yrii Semchyshyn.
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Can Errant World be used in production build for generating random maps for every player where developer writes a code that generates a random mask and uses Errant World API to fill those masked regions with biomes at runtime?

Navhkrin
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Haven't found any information on manually painting weightmaps aside from the paint brush that is still in development. Would it be possible to adjust the landscape in typical UE fashion after all of the brushes were placed?

Sozidar
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does the landscape mesh support nanite? i was blown away by nanite landscapes.

nicholasbrown
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Does this work with something like fluid flux so the flora reacts to player and ground can be deform like steps?

locateli
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What controls the spawn distance at the end? I noticed trees and plants popping in as the camera traveled. Can that be fixed?

FPChris
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If I use this plugin to make my world, then load the world into a different project will I have to have this plugin enabled in the other project?

echogaming
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an extra 100 dollars for the source code? why is it not included?

trevor
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Just tried it and while it can be usefull, it makes painting and sculpting the landscape so laggy than it's simply unusable for me

spacepirate