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TerraDyne Runtime World Framework

TerraDyne now exposes a manager-owned runtime world layer on top of the existing landscape-to-runtime terrain pipeline.

What Is Covered

  • Authored world conversion: Landscape import, paint layer capture, placed foliage transfer, actor foliage transfer, save/load, and terrain replication remain the authored-world entry point.
  • World population persistence: ATerraDyneManager can register placed actors, place new persistent runtime actors, persist harvest/destroy/regrowth state, and restore that state through SaveWorld / LoadWorld.
  • Procedural extension: FTerraDyneProceduralWorldSettings enables deterministic seeded outskirts, biome overlays, runtime spawn rules, and optional infinite edge growth beyond the authored footprint.
  • Gameplay hooks: Terrain, foliage, and population change delegates now broadcast from the manager. Navmesh dirty areas, AI spawn zone queries, biome queries, and build-permission checks are available through Blueprint-callable APIs.
  • Designer workflow: UTerraDyneWorldPreset packages biome overlays, population rules, AI zones, and build permissions. ATerraDyneSceneSetup can apply a preset and choose a template (Sandbox, Survival Framework, Authored World Conversion).

Core APIs

  • ApplyWorldPreset
  • RegisterPersistentActor
  • PlacePersistentActor
  • PlacePersistentActorFromDescriptor
  • HarvestPersistentPopulation
  • SetPersistentPopulationDestroyed
  • RefreshPopulationForLoadedChunks
  • GetBiomeTagAtLocation
  • CanBuildAtLocation
  • GetAISpawnZonesAtLocation
  • GetPCGSeedPointsForChunk

Data Types

  • FTerraDynePopulationDescriptor
  • FTerraDynePersistentPopulationEntry
  • FTerraDynePopulationSpawnRule
  • FTerraDyneBiomeOverlay
  • FTerraDyneProceduralWorldSettings
  • FTerraDyneProceduralChunkState
  • FTerraDyneAISpawnZone
  • FTerraDyneBuildPermissionZone
  • FTerraDynePCGPoint

Typical Setup

  1. Create a UTerraDyneWorldPreset asset.
  2. Configure procedural settings, biome overlays, population rules, AI zones, and build permissions in the preset.
  3. Assign the preset to ATerraDyneManager.WorldPreset or ATerraDyneSceneSetup.WorldPreset.
  4. Use ATerraDyneSceneSetup.DemoTemplate to bootstrap a Full Feature Showcase, a sandbox, a survival-oriented runtime world, or an authored conversion level.
  5. Query GetPCGSeedPointsForChunk from Blueprint or PCG-adjacent tooling when you need TerraDyne-managed points for secondary generation.

Automation Coverage

  • TerraDyne.WorldFramework.PersistentPopulationSaveLoad
  • TerraDyne.WorldFramework.GameplayHooksAndProceduralMetadata