Changelog
Release notes for Agentic Biomes, starting with 1.0.0 for Unreal Engine 5.8
Changelog
1.0.0 — first Fab release (Unreal Engine 5.8)
Biomes and placement
- Biome data assets (
UAgenticBiome): offline species rows (trees, rocks, props), runtime GPU ground-cover entries, and the landscape layer a biome binds to. See Biome Assets. - Three placement modes (
EAgenticBiomePlacementMode):Grid,BiomeMap(a painted colour texture), andHybrid. AAgenticBiomeRegion: a native region actor on BiomeCore's actor-tag protocol. Volume, texture, and closed-spline shapes; provenance (source biome, revision, row hash) is stored on the actor. See Placement.- Landscape and MeshTerrain (Mesh Partition) backends from the same biome asset, selected by
Terrain Backend(Auto, Landscape, MeshTerrain).
Runtime ground cover
- GPU ground cover:
RT_*runtime templates run GPU generator graphs around the camera; twelve showcase templates ship, six for Landscape and six for MeshTerrain. TheGroundScatterGPU_R2_Uniform,_Clustered, and_SlopeBasegenerators add density filter, Voronoi patches, spatial density noise, species territories, cluster scale variance (cell centre to cell edge), and landscape-layer gating for templates of your own. See Runtime Ground Cover.
Terrain, roads, and wind
- Agentic Landscape layer-stack auto material:
M_AT_LayerStackwithMI_AT_LayerStack_Landscape,MI_AT_LayerStack_MeshTerrain, andMI_AT_LayerStack_Showcase. Painted layers plus slope, altitude, and noise-band rules. Runtime Virtual Texture reading and Nanite displacement are switches in the master, off in the shipped instances. Eight Quixel Megascans surface sets are included. See Terrain Material. - Roads (
UAgenticRoadComponent) and exclusion zones (AAgenticTerraformExcluder, box or spline; the shipped Landscape sampler graphs read it, the MeshTerrain ones do not). - Wind bridge (
AATWindManager, with the genericUATActorPropertyWindSourceadapter) and a plugin-owned foliage wind material (M_AT_FoliageWind). The wind bridge ships with nothing pre-filled: no material parameter collection targets and no weather actor, property, or collection names. You point it at your own. See Wind Bridge.
Tooling
- Six custom PCG nodes:
BiomeSamplingDomain,CliffHeight,CliffPlace,CurvatureFilter,FogPlacement, andHeightGradient. See PCG Nodes. - 28 MCP tools in
AgenticBiomesToolsets(25 biome, 3 capture), registered with Unreal's ToolsetRegistry: inspect, edit, validate, place, paint, build, and verify biomes from any MCP client.BuildLevelAsbuilds a level with a builder you name, so an agent can build a level that has never been built. The capture tools photograph the open level from a shot-set JSON file that you supply on each call. No AI model or agent is included. See Toolsets. - Editor: a garbage-collection guard for multithreaded PCG generation, the biome-map regression gate (
VerifyBiomeMapRegions), incremental biome-map regeneration, and biome validation. - Automation tests (
AgenticBiomes.*) in theAgenticBiomesTestseditor module.
Showcase content
- Four levels (Landscape and MeshTerrain, each with box regions and with a painted biome map), seven showcase biomes, and their runtime ground-cover templates.
Known limits in 1.0.0
- Unreal Engine 5.8 on Windows (Win64) only.
- Spline regions are not partitioned, and an open or under-three-point spline cannot generate; the build reports it as a degradation.
- BiomeCore, ToolsetRegistry, Epic's Unreal MCP plugin, and the Mesh Partition plugins are Experimental engine plugins.
- The wind bridge does nothing until you configure it.
- A biome's
Display NameandDescriptionare metadata only:Display Nameappears in the sector build log lines, and nothing readsDescription. See Biome Asset. - The Terraform Excluder affects only the shipped Landscape sampler graphs.
- The
BuildLeveltool repeats the builder the Terraformer has recorded, so it refuses a level with no recorded build. UseBuildLevelAsto name the builder (BiomeMap,BiomeVolumesorGrid) for a level that has never been built; it refuses to convert a built level to a different builder. The capture tools read a shot-set JSON file that you author and pass asShotSetPath; the plugin does not ship one, and images are written under your project'sSaved/AgenticBiomes/Capturesfolder. See Toolsets.