Terrain Geometry

WorldScape plugin brings clipMaps technology to the UnrealEngine to create endless landscapes and planets.

Generation Parameter

You can drag and drop the WorldScapeManager BPactor into your level.

You can use the C ++ WorldScapeRoot directly, the difference with the BP version is only demonstrates setup parameters and allows for easier customization. (if you need to make specific gameplay logic with your terrain you can create a BP actor from the WorldScapeRoot Actor)

Now you have to choose the type of generation, flat and infinite or spherical with a size to define.


You can manage terrain collisions in the Collision menu of the WorldScape actor in your world.

Collision are generated around the player, 1 at the player position, and 8 around, they are generated in safe thread (on the main thread) and are actually very expensive. For this reason, collision resolution should stay low. Collision size is : Collision Resolution X collision Triangle Size.

Show Collision

Allow the display of the collisions, can only be enabled if collisions are enabled.

Collision Dependent Actors

Since Generating collision is very expensive, we are limiting collision generation to only be around the player. But you will often need collision to be generated outside of player proximity, for this Collision Dependent Actor, are a list of actor that WorldScape will use to generate additional collisions.

Level Of Detail (LOD)

You can define the definition of your field. The minimum recommended is MaxLOD: 8 if you have low terrain height variation. But if your game requires altitude, then MaxLOD: 12 is advised.

LOD Resolution : Number of vertex generated on each axis. Higger resolution allow fine detail to be draw farther but lead to more expensive terrain generation (slow generation), and can at very high value (500+) lead to lag spike. TriangleSize : Distance between each vertex of the terrain when near the ground. if you want finer detail, this is the value to edit.

Height Anchor : As you gain altitude, the detail you need on the ground is lower, this is the Distance to ground at which the terrain generation will start doubling the triangle size. Lod Angle min /Max : This is used for planet type world, The ClipsMap is projected to the planet, and to allow consistant grid as your move, the grid plan snap at set angle of the planet. This have no impact on performance, but low value can lead to more frequent complet generation of the terrain (where it usualy only regenerate part needing update) Should allways be a divisor of 360.


The ocean works like the terrain. It uses ClipMaps. You can define a material. Here the material worldScape is a child of the material water from 4.26. ( floating works ) As for the terrain you can define the resolution / LOD / triangle size.

the ocean is deactivatable.

WorldScape is compatible with Oceanology 5 if you use it on a flat world. For a planet, you have to change shaders & several things. (tutorial soon)

Informations and Debug

The debug information allows you to visualize the distance between the player and the ground. Know the altitude and the active list in the load.

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