TerrainManager Actor class into your scene.
Class: ATerrain Manager (located in DestructibleCaveGenerator -> Core)
This class is an Actor and must be placed in the level to function properly.Terrain Manager group offers several options for terrain generation.

The Chunk Manager controls various chunk generation behaviors:
Initial Pool Size : Chunks are pooled and reused. The pool automatically resizes at runtime. A larger initial size increases startup time but may improve generation performance.
Render Distance : Chunks within this distance (relative to the player) will be rendered and loaded.
Initial Chunk Load : Whether to preload chunks at game start.
Initial Chunk Load Num : Number of chunks to preload initially.
Chunk Load Mode : Determines how chunks are loaded:
Blocking (Single Threaded) : Loads/generates all required chunks in one frame using the game thread.Blocking (Multi Threaded) : Similar to above, but uses multiple threads.Async Task : Loads chunks asynchronously in random orderScheduled Task : (Recommended) Uses a scheduler to prioritize chunk loading. You can limit time spent per stage.Voxel Size : Controls the resolution of the voxel-based terrain. Larger values give higher terrain resolution.
Marching Cubes : Converts voxel data into mesh using different implementations:
FMarchingCubes : Unreal’s default implementation.VoxelMesher : A modified version of FMarchingCubes.Terrain generation is defined by a DataTable using the TerrainData struct.

Use DT_Demo for quick start.