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Voxel Settings

These live on the Dungeon actor, under the Voxel category, once Carve Voxels is enabled

Property Default Description
Voxel Size 50 The size of a single voxel in world units. Smaller values give finer detail and cost more to generate
Voxel Chunk Size 32 How many voxels make up one chunk along each axis
Voxel Shape Theme none The theme asset used to dress the carved world
Enable Collision true Generates collision for the meshed chunks
Wall Thickness 200 Thickness of the walls generated from the layout outline
Use GPU true Generates the voxel density on the GPU using compute shaders. Faster, but requires a renderer
Bake Collection Asset none Optional. Assign a collection asset to bake the voxel chunks into static meshes in the editor

Voxel Mesh Settings is accessible from Blueprints, so you can change the voxel setup at runtime before triggering a build

Property Default Description
UV Scale 100 UV scale for texture mapping. Smaller values make the texture larger

Noise is what makes the carved surfaces look eroded rather than perfectly smooth

Property Default Description
Noise Scale 1.0 Scale of the noise pattern
Noise Amplitude 350 Maximum displacement the noise can apply
Noise Octaves 4 Number of octaves for the fractal noise. More octaves add finer detail
Noise Offset (0, 0, 0) Base offset for noise sampling. Change it to get a different pattern from the same settings
Noise Floor Scale 0.3 How much vertical noise is applied to floors. 0 gives flat floors, 1 matches the walls
Noise Ceiling Scale 1.0 How much vertical noise is applied to ceilings. 0 gives flat ceilings, 1 matches the walls
Noise Scale Vector (1, 1, 1) Per-axis scaling of the noise pattern. Use it to stretch features along an axis

Under Advanced you will also find Floor Ceiling Transition Height (the height at which noise switches from the floor scaling to the ceiling scaling), Noise Channel Separation and Use Per Axis Seeds. The defaults are fine for most worlds