OmniScape
PRESET
GENERATE TO SPAWN
0/0 N×0 R
45.4408° N · 12.3155° E
SEED
Drop Asset Here Static Mesh or Blueprint Class
RADIAL
VORONOI
PERLIN
AXIAL
CLUSTER
Radial Settings
Ring Count
Ring Spacing (cm)
Regularity
Settlement Config
Num Nodes
Max Slope (°)
Slope adaptation
Flat pad
Aligned
Terraced
Foundation mesh
(None)
...
Overlap Pad (cm)
Placement
Cluster
Roadside
Plot settings
Min Frontage (cm)
Max Frontage (cm)
Plot Depth (cm)
Depth Variation
Districts 4 districts
Districts
Contrast
×
Character
Weight
×
Character
Weight
×
Character
Weight
×
Character
Weight
+ Add district
Districts ready — bands balanced
Anchors & Volumes 0 vol · 0 anc
Volumes
+ Volume
Anchors
+ Anchor
Zone overrides
PCG Hand-off OFF
Enable PCG Hand-off OFF
Enable Epic's PCG plugin in this project to activate the data provider.
Refresh on Generate ON
Idle — generate to refresh
Output ports
Point attributes
NodeIndex Radius ZoneTag Width HalfExtents Tier RoadClass bClosedLoop
Read arrays from UOmniScapePCGDataComponent or bind OnPCGDataRefreshed.
JSON contracts in Content/PCG/ — author .uasset PCG graphs in-editor.
Tier Scale
Orient to Nearest RoadON
Tier Scale
Per Node Max
Orient to Nearest RoadON
Tier Scale
Per Node Max
Orient to Nearest RoadOFF
Zone Filter
Edge Density
Drag a mesh or Blueprint here, or click + Add Asset
SM_CastleKeep_A SPUR
SM
x
WT 0.70
Override BoundsON
Bounds (cm)
Spur Street SlotON
BP_Cathedral_Main
BP
x
WT 0.30
SM_TownHouse_A
SM
x
WT 0.60
SM_RuinedHut_A
SM
x
WT 0.55
SM_EdgeCamp_B
SM
x
WT 0.40
+ Add Asset
Layout
Width (cm)
Style
Straight
Curved
Natural
Road Redundancy
Terrain
Ground follow
Max climb
Road banking
Allow cut & fillOFF
Sample spacing (cm)
Vertical offset (cm)
Elevation smooth passes
Curvature densify (cm)
Conform max grade clampON
Cross-section terrain sampleON
Bank road mesh to terrainOFF
Surface
SM_Road_Main
SM
x
WT 1.00
BP_Road_Brush
BP
x
WT 0.50
+ Add Road Asset
Mesh width
Mesh Tiling
Cast Road ShadowOFF
Props along spline
Blueprint spacing (cm)
Snap road Blueprints to terrainON
Arterial
(None)
...
Collector
(None)
...
Local
(None)
...
Deform mode
None
Height patch
Deform width scale
Deform falloff (cm)
Walls off
Perimeter Fit
Shape
Angular
Natural
Organic
Wall offset (cm)
Wall length
Full perimeter
Partial
Coverage
Terrain follow
Natural
Even
Wall corners
Gates
Auto
Anchors
Evenly
Gate count
Gate anchors
+ Gate anchor
Height (cm)
Thickness (cm)
Gate pieces
+ Add Asset
Wall pieces
+ Add Asset
Pillars
+ Add Asset
Pillar Gap (%)
At Wall CornersON
Towers (optional)
Tower / bastion
(None)
...
Tower count
Mesh Tiling
Cast ShadowON
Landscape bake off
Additive paint into existing landscape layers. Height snap runs during Generate.
Target Landscape
Landscape_0
...
x
Generate a settlement first
Layer paint
Road corridor
Building pad
Wall perimeter
Settlement edge
Edge falloff (cm)
Brush
Brush radius ×
Preview strokes on diagramOFF
Placement
Samples / Layer
Layers
Primary Trees
SM
x
WT0.50
Assets
SM_Oak_Large
...
Density
Min Dist (bldg)
Max Dist (bldg)
Scale
Force UprightOFF
Zone filter
Boulders
SM
x
WT0.50
Assets
SM_Boulder_Set
...
Density
Scale
General Debris
SM
x
WT0.50
Assets
SM_Debris_A
...
Density
+ Add Layer
Fauna off
Layers
Bake time of day
Always
Day
Night
Rooftop Perch
BP
x
WT0.50
Creature BP
BP_Bird_Perch
...
Placement
Rooftop
Edge
Veg
Wall
Density
Movement
Static
Patrol
Flock
Time of Day
Always
Day
Night
Linked Sound
Optional override…
...
Edge Grazing
BP
x
WT0.50
Creature BP
BP_Goat_Graze
...
Placement
Rooftop
Edge
Veg
Wall
Min Dist (bldg)
Max Dist (bldg)
Density
Insect Cloud
BP
x
WT0.50
Creature BP
BP_Insect_Swarm
...
Placement
Rooftop
Edge
Veg
Wall
Density
+ Add Layer
Audio off
Enable Ambient Audio OFF
Spatial
Spatial Mode
Point
Amb. Fixed
Amb. Listener
MetaSound plugin disabled — sounds play positionally; ambisonic modes fall back to Point.
Interior Wall ReverbOFF
Reverb Preset
Fauna Sound CouplingOFF
Default sound
MS_Fauna_Default…
...
x
Layers
Interior Zone
x
Sound
MS_Market_Loop
...
Volume
Attenuation Override
(None)
...
Radius (cm)
Road Corridors
x
Sound
MS_Cart_Ambient
...
Volume
Attenuation Override
(None)
...
Spacing (cm)
Zone filter
Edge / Nature Ring
x
Sound
MS_Wind_Open
...
Volume
Attenuation Override
(None)
...
Radius (cm)
Placement uses settlement ring; radius drives attenuation only.
Edge sample count
Node Overrides
x
Sound
(None)
...
Volume
Attenuation Override
(None)
...
Radius (cm)
Zone filter
+ Add Layer
Ready · L:2 M:48 S: · 28 roads · 4.2s
UE 5.5+