Voxel Settings
These live on the Dungeon actor, under the Voxel category, once Carve Voxels is enabled
Voxel Mesh Settings
Section titled “Voxel Mesh Settings”| 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
Voxel Materials
Section titled “Voxel Materials”| Property | Default | Description |
|---|---|---|
| UV Scale | 100 |
UV scale for texture mapping. Smaller values make the texture larger |
Voxel Noise Settings
Section titled “Voxel Noise Settings”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