Tutorial
Downloading and Installing VoxelWeaver
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Download and install VoxelWeaver from the FAB Marketplace. See the FAB Marketplace Plugin Install Tutorial.
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Open Unreal Engine. Go to Edit->Plugins and make sure the VoxelWeaver plugin is enabled
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You should now see the VoxelWeaver tab on the top of the editor.
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Open the tab and select
Download VoxelWeaver Tool To Project
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Open the Output Log and verify to make sure that the VoxelWeaver content is succesfully downloaded.
Example Worlds
- The plugin comes with an example world in
Plugins/VoxelWeaver Content/Maps
. The map comes with example materials and textures and a node graph for a simple world.Dive into it to learn about triplanar UV mapping, biome switching, and how to setup a basic graph.
Creating Your First World
- After making sure that VoxelWeaver is installed properly, navigate to the Actor Panel and drag a SChunkWorld Actor into your world.
Alternatively you can make a blueprint inheriting from SChunkWorld and drag that into the world.
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Congratulations! You should now see a world in your level. If you have the example world, you should be able to verify changing the
World Index
setting on the ChunkWorld Actor Details will toggle between a flat world and a bump landscape. -
Now lets try to edit the world generation! Find the VoxelWeaver Icon at the top and select the world you want to open.
- It will change to the selected icon. Now click the
Launch VoxelWeaver
Icon. - The VoxelWeaver App will open. Congrats you have opened your first world! You should see the following:
- Try playing around with the settings and nodes, refer to The Terrain Graph.
Making a New World
- Navigate to the editor top and find the
VoxelWeaver
tab. ClickCreate New VoxelWeaver Project
. - A new folder will be created in
VoxelWeaver/Worlds
. Rename it to anything you want. - Once you're satisfied navigate to the top, and open your new world.
- You should now see the following:
Try playing around with the nodes and settings! Refer to: The Terrain Graph.
- Once you're satisfied with your changes, return to the editor and you should see the shaders compile:
Change the
World Index
of your world to match your new world. You should now see your new world in Unreal Engine!