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gregorik/TerraDyne

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๐ŸŒ TerraDyne 0.3

Turn an authored Unreal Landscape into a persistent, runtime-editable world without switching to voxels.

TerraDyne preview

TerraDyne is an MIT-licensed Unreal Engine 5.7 plugin for teams building survival, sandbox, and open-world games on top of Unreal Landscapes. It starts from the world you already authored, converts that terrain into a runtime-managed framework, and then layers persistence, replication, population state, procedural extension, and gameplay hooks on top.

If you have consulting and/or custom pipeline integration in mind: I offer dedicated architecture consulting for production games & projects. ๐Ÿ“ฌ Please contact me or see my extended portfolio. ๐Ÿ‘จโ€๐Ÿ’ป

๐Ÿš€ Start Here

What you need Link
Commercial build on Fab ๐Ÿ›’ TerraDyne on Fab
Setup and usage manual ๐Ÿ“˜ TerraDyne Manual
Demo walkthrough ๐ŸŽฌ DEMO.md
Release notes ๐Ÿงพ CHANGELOG.md
Runtime-world docs ๐Ÿ—บ๏ธ docs/runtime-world-framework.md

๐Ÿงญ What TerraDyne Does

Authored Unreal Landscape
 โ†“
Landscape conversion + foliage transfer + paint capture
 โ†“
Persistent runtime terrain
 โ†“
Population state + procedural outskirts + gameplay hooks

This repo is no longer just a terrain deformation prototype. TerraDyne now targets a broader runtime world workflow:

  • ๐Ÿž๏ธ keep the authored Landscape pipeline
  • โœ๏ธ sculpt and paint terrain at runtime
  • ๐ŸŒฟ carry over foliage and actor foliage
  • ๐Ÿ’พ save and restore world state
  • ๐ŸŒ replicate terrain and world metadata
  • ๐Ÿงฑ plug into survival and sandbox gameplay systems

โœจ Highlights

  • ๐Ÿ—๏ธ Authored world conversion Landscape import, paint layer capture, placed foliage transfer, actor foliage transfer, save/load, and replicated chunk state.
  • โ›๏ธ Runtime terrain editing Raise, lower, smooth, flatten, paint layers, undo/redo, and runtime tool controls.
  • ๐ŸŒฒ Persistent world population Register placed actors, place new runtime actors, persist harvest and destruction state, and restore regrowth-ready entries from saves.
  • ๐Ÿงฌ Procedural extension Seeded outskirts, biome overlays, runtime spawn rules, optional edge growth, and PCG-ready point export.
  • ๐ŸŽฎ Gameplay hooks Navmesh dirtying, AI spawn zone queries, build-permission checks, biome queries, Blueprint APIs, and terrain/foliage/population change delegates.
  • ๐Ÿงฐ Designer workflow World presets, scene setup templates, and a full feature showcase flow for first-run evaluation.
  • ๐Ÿ–ผ๏ธ Hybrid visual path CPU-authoritative terrain with optional render-target-assisted visuals layered on top.

๐Ÿ‘ฅ Who It Is For

  • Survival games that need editable terrain plus persistent world state
  • Sandbox builders that want authored terrain instead of a voxel-first workflow
  • Open-world prototypes that need runtime hooks for AI, spawning, and permissions
  • Unreal teams who want Landscape-based production workflows with gameplay-friendly runtime systems

๐Ÿ› ๏ธ Requirements

  • Unreal Engine 5.7
  • GeometryScripting
  • VirtualHeightfieldMesh
  • Win64 is the currently packaged and validated target in this repository

๐Ÿ“ฆ GitHub Or Fab?

Option Best for
GitHub repo Source-first access, MIT license, and direct inspection of the runtime-world framework code
Fab version Commercial distribution, polished marketplace delivery, and the version intended for users who want the store build

๐Ÿš€ Installation

  1. Copy the TerraDyne plugin folder into your project's Plugins/ directory.
  2. Enable GeometryScripting and VirtualHeightfieldMesh.
  3. Regenerate project files.
  4. Build the Development Editor target for your project.

๐ŸŽฎ Quick Start

  1. Add BP_TerraDyneManager if you want direct terrain control.
  2. Add ATerraDyneSceneSetup if you want a template-driven setup flow.
  3. Choose a scene template: Full Feature Showcase, Sandbox, Survival Framework, or Authored World Conversion.
  4. Import an authored Landscape or initialize a runtime world directly.
  5. Press Play and use the TerraDyne panel to sculpt, paint, save/load, or run the showcase flow.

๐Ÿ“š Documentation Map

  • README.md โ†’ product overview and entry point
  • DEMO.md โ†’ showcase sequence and demo templates
  • CHANGELOG.md โ†’ release history
  • docs/runtime-world-framework.md โ†’ population, procedural, and gameplay-layer APIs

โœ… Validation

  • TerraDyneEditor builds cleanly on Unreal Engine 5.7
  • Automation RunTests TerraDyne passes with 16 TerraDyne tests

๐Ÿ”— Useful Links

๐Ÿ“ License

MIT. Code by Andras Gregori.

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An experimental, high-performance, native C++ landscape plugin for Unreal Engine 5.7.

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