Walls / Landscape / PCG — walls if enabled; landscape bake is a separate action.
Control Center
Single dockable panel — everything routes through here. See the four-tab workflow in the live demo.
Stable vs Beta: Core layout, roads, walls, buildings, flora, and zones run in Stable mode. Switch to Beta for fauna, landscape bake, PCG export, ambient audio, and road landscape deform.
Patterns
Five layout algorithms — each with pattern-specific road logic:
Radial — rings around a core; citadels and sacred precincts.
Voronoi — district blocks; walled towns and urban grids.
Perlin — noise-driven scatter; ridge villages and ruins.
Axial — parallel grid; planned colonies and metropolises.
Presets store settlement numbers and toggles — not your art. Load a preset, then assign your meshes in Build. Twelve archetypes ship with OmniScape (Citadel, Walled Town, Hamlet, Metropolis, and more).
Determinism & seeds
Set a Generation Seed in the Control Center. Same seed + same settings = same settlement on every machine and every session.
Presets include a default seed but you can change it. Use Preview for lightweight layout feedback; Generate when you are ready for the full pass.
BYOA — Bring your own art
OmniScape does not ship opinionated meshes. Assign Static Meshes or Blueprints per tier in Build. Any art style works — presets only store numbers.
Large — one per landmark node (required for visible buildings).
Medium / Small — per-node density controls.
Sprawl — edge scatter with zone filters.
Volumes & anchors
Manual volumes and anchors shape where nodes and buildings spawn. Draw volumes on the preview canvas in Layout mode; assign zone tags per district in the zones table.
Atlas
Optional real-world layout reference via Control Center → Layout → Atlas. Search a place, fetch OSM streets, and choose fidelity:
Inspired — loose street rhythm.
Guided — balanced match.
Faithful — tight adherence to imported graph.
Beta features
Enable the STABLE/BETA chip in the status bar to access:
Fauna — creature Blueprint layers with placement rules.
Ambient audio — spatial layers coupled to settlement zones.
Landscape bake — paint terrain layers from settlement imprint.
PCG hand-off — export attributes for PCG graphs (infrastructure, not required UX).
Road landscape deform — imprint roads into landscape height.
Terrain, collision & meshes
Buildings snap to landscape collision during Generate. If buildings float, check collision on your landscape and that meshes have correct pivots. Height snap runs automatically during Generate.
Troubleshooting
Symptom
Likely cause
Fix
Generated content vanished after reload
Level not saved
Save the level after Generate
Empty map after Generate
No Large building assigned
Build tab → add at least one Large asset
Buildings floating
Missing landscape collision or bad pivots
Check collision; fix mesh pivot at base
No roads
Roads disabled or no road meshes
Structure → Roads → enable and assign meshes
Different layout on another machine
Seed or settings differ
Match seed and all toggles; avoid unsaved preset drift
Windows 10/11 or macOS (editor platforms supported by your UE install)
Standard UE project — no special hardware beyond your usual environment art workflow
Blueprint and C++
The OmniScape Generator actor links to the Control Center. You can trigger generation from Blueprint or C++ via the plugin's public API. See the gist for event names and workflow hooks.
Quick reference
Generate — full settlement pass (layout + buildings + ambient).
Clear settlement — wipe generated content before a full redo.
Save to Level — persist spawned actors to the level.
Seed — deterministic integer; same seed + settings = same settlement.