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Voxel Worlds

The voxel workflow carves your dungeon out of a solid voxel world instead of assembling it from modular meshes. The layout your builder generates is used to cut caves, islands and tunnels out of a density field, which is then meshed into geometry with full Nanite and Lumen support

This is configured on the Dungeon actor, not on the builder, so it works alongside whichever builder you are using. It is most often paired with the Cell Flow builder, whose organic cell shapes suit carved geometry better than a tile grid

Select your dungeon actor and check Carve Voxels in the Voxel category. The mesh, noise and SDF model settings below it become editable once it is on

Then assign a Voxel SDF Model. This decides what kind of world you are carving out of

Model World
Cave An underground cave system, with optional holes punched through the ceiling
Island An island sitting in water, with a shoreline that slopes away from the land
Floating Island An island floating in the air, tapering to a tip below it

Each model has its own settings - see SDF Models