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.