INSODIMENSIONStudios

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), and Hybrid.
  • 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. The GroundScatterGPU_R2_Uniform, _Clustered, and _SlopeBase generators 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_LayerStack with MI_AT_LayerStack_Landscape, MI_AT_LayerStack_MeshTerrain, and MI_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 generic UATActorPropertyWindSource adapter) 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, and HeightGradient. 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. BuildLevelAs builds 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 the AgenticBiomesTests editor 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 Name and Description are metadata only: Display Name appears in the sector build log lines, and nothing reads Description. See Biome Asset.
  • The Terraform Excluder affects only the shipped Landscape sampler graphs.
  • The BuildLevel tool repeats the builder the Terraformer has recorded, so it refuses a level with no recorded build. Use BuildLevelAs to name the builder (BiomeMap, BiomeVolumes or Grid) 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 as ShotSetPath; the plugin does not ship one, and images are written under your project's Saved/AgenticBiomes/Captures folder. See Toolsets.