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WorldScape Plugin - Making real planets and Endless worlds

iolaCorp Studio - Code Plugins - Aug 26, 2021

Create a planet or infinite flat landscape using geometry clipmaps

  • Supported Platforms
  • Supported Engine Versions
    4.26 - 4.27, 5.0 - 5.1
  • 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.

📣 TRAILER : YOUTUBE 💢 SHOWCASE : MOON - THIS


WORLDSCAPE PLUGIN brings Clipmap's based terrain technology to the Unreal Engine 4, 5.0, 5.1

*64bits Precision Coordinate - No need rebase position for UE5


Create endless optimized PLANETS and LANDSCAPES


Compatible with Unreal's multiplayer, guide your imagination to quickly achieve fully procedural infinite playgrounds with the ability to customize the terrain's noise through our heightmap decal system importing 8-bit and 16-bit heightmaps to gain full control of your terrain.


🌍 MAKE A PLANET : HIGHLIGHTING THE PLUG-IN


🔗 MORE INFORMATIONS : Documentation


🔧 Free support : DISCORD (The price of the plugin is high, if you have problem, we are here to help you.)


📡 Twitter : twitter.com/WorldScapeUE


Assets Integrations Examples :

  • UltraDynamicSky : Here
  • Ascent Combat Framework v2 : Here
  • ALS Locomotion v4 : Here
  • Oceanology 5 : Here
  • RPG Survival v3 : Here
  • Amazing Sci-Fi Environment and Flying Vol.1 : Here


NotePatch : Update 2.4.0a (Publish 20/11/2022) :


Major Change : Foliage Spawn hot improve

  • Foliages System rework and upgrade
  • Added 2 new foliages type : [Foliages Cluster] and [Actor Foliages]
  • WorldScape Foliages Cluster allow to spawn together a groups of different foliages
  • WorldScape Actor Foliages allow to spawn custom blueprint using the foliages spawn system
  • Foliages Placement Constraint has been reworked to add Ideal range, so you can tell the engine the min and maximum range for starting spawning, which will increase the foliages count as you reach the more ideal value, allowing for more control over your foliages density

Change :

  • Work on Unreal Engine 5.0.3 and 5.1 git
  • New General material with optimised logic and noise procedural for mask. More accured for temperature and huminity.
  • Improve on Nanite mesh spawn (Foliage) add override material on asset foliage

Add :

  • Add editor tools for display debuging value
  • Procedural Wind sound with metasound
  • Actor to easily create your planet ( description for this actor here )
  • New noise : PlanetTerraNoise ( noise for earth like surface )
  • New noise : WarpedNoise ( noise for ice planet )
  • Add a new level demonstration Earth like planet setup using PlanetTerraNoise
  • Add a new level demonstration Ice planet using WarpedNoise


READY for DedicatedServer & ListenServer

Technical Details

  • ClipMap's based terrain technology. View
  • Create infinitely large and tiny flat/spherical worlds.
  • Smart terrain level of detail to achieve maximum performances.
  • Procedural foliage generation through temperature, humidity, height, noise mask, slope parameters and clusters.
  • Noise-based biome system customizable C++
  • Import HeightMaps 8/16bits : View + View
  • Surface Collision : View
  • NavMesh : View
  • WaterPlugin: View
  • Procedural Wind
  • Materials Procedural for surface.
  • Realistic Gravity for planet. (Experimental)

Code Modules:

  •  WorldScapeCore - Runtime
  •  WorldScapeEditor, WorldScapeFactory, WorldScapeNoise, WorldScapeVolume - Editor


Network Replicated: Yes (for DedicatedServer & ListenServer)