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M-Factory - Code Plugins - Feb 6, 2020

Through blueprints, the plugin generates programmable pipeline terrestrial and gaseous planets in the runtime.

  • Supported Platforms
  • Supported Engine Versions
    4.24 - 4.27, 5.3 - 5.4
  • Download Type
    Engine Plugin
    This product contains a code plugin, complete with pre-built binaries and all its source code that integrates with Unreal Engine, which can be installed to an engine version of your choice then enabled on a per-project basis.

The preview image uses graphics from Quixel Megascans and the plugins Desert Vegetation (HQ Desert Plants), Rain Forest Pack, Semi-Arid Desert Environment, and Palms Pack 02 (Phoenix canariensis). This graphic is not included in the plugin.

The plugin generates terrestrial or gaseous planets with a programmable blueprint pipeline. Generation is done in the background by a task queue in the tick function of the planet. It works in runtime by using a seed to allow you to generate unlimited versions of programmed planet templates. Textures are generated to render targets with or without MIPS, you can choose. It uses temperature and rainfall maps, which can be modified to archive special planet details like lava and special biomes. You can generate height maps with mountains, ravines, plateaus, craters, etc. You can create up to 13 (20 is planned) biomes on the planets, lava glow, ocean, static and dynamic clouds, lighting, and atmospheres.

Possible uses:

Static Generation

  •  The plugin generates up to 16k x 8k resolution of textures or renders targets with or without MIPS.
  •  Plugin support composite planets, 1 x 1, 2 x 2, 4 x 4 tiles. Tiles are used for the main planet map's diffuse color and normal.
  •  The maximal resolution of the planet's diffuse color and normal is 64k x 32k.
  • Textures and render targets can be streamed.
  • Other textures like clouds for static clouds or initial dynamic clouds, ocean, emissive (lava, energy sources), and cities have a maximal resolution of 16k x 8k.
  • A powerful graphic card is needed for generation large resolution, or you must set the variable Create Subtiles in the resolution structure to true for a less powerful graphic card.

Dynamic Generation

  • The plugin allows you to walk on a dynamically generated planet, 1:1 in size with the real Earth.
  • The plugin enables the generation of foliage and grass in individual biomes. It allows you to set parts of the biome as convex (mountains) and concave (valley) areas or on the sides, as well as according to altitude and slope.
  • The surface of the planet is textured, each biome has an auto material that textures according to the slope. It is also possible to set a normal map of large areas and a noise map so that the surface does not look uniform. There is a cascade mapping that changes the density of tiles according to the distance.
  • Dynamic generation is constantly being developed and we are removing bugs and lags. If you buy the plugin, contact us at [email protected] and we will adjust the plugin directly to your needs. So that it is as good as possible for your use, of course, free of charge.

NEW! - Here is a downloadable demo of the new version of Planetopia, which should be released in the fall. It can be landed on the surface of the planet. Each plant or rock is firmly assigned to a given place. The planet's appearance is given by the seed above the given planet template. It is necessary to have 32GB of RAM and it is recommended to have the fastest possible GPU and 16 logical core CPU.


The previous version was for free.

Technical Details


Possible uses:

Static Generation

Dynamic Generation - terrestrial planet only.

Code Modules:

  •  Planetopia2 [runtime]
  • PlanetopiaEditor[editor]

Supported Development Platforms: Win 64, other platforms are not tested.

Supported Target Build Platforms: Win 64, other platforms are not tested.

The plugin does not support mobile platforms because it uses too many texture samplers in shaders and mobile does not support shared samplers.