Uploaded May 2026 | Updated September 2026, 2 weeks ago
Runtime infinite terrain for Unreal Engine 5 — now with hydraulic erosion for dramatically more realistic landscapes. V1.2 adds particle-based droplet simulation that carves natural valleys, sharpens ridges, and deposits sediment — running entirely on the background thread with zero game thread cost. No loading screens, no baking, no pre-built heightmaps. Drop one actor into your level, assign a material, hit Play.
────────────────────────────────────────
🌍 GET WORLDGEN
────────────────────────────────────────
► Get it on FAB: fab.com/listings/e4e93fbe-9326-40b8-a043-a809f788306a
► Project File: patreon.com/posts/157149625 .
► Free Playable Demo: patreon.com/posts/156846235
► Documentation: patreon.com/posts/156885289
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⏱ TIMESTAMPS
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00:00 Introduction & hydraulic erosion showcase
00:29 Disabling erosion to show comparison
01:03 Re-enabling erosion — realistic terrain result
01:09 What is hydraulic erosion? (plain explanation)
01:36 Real-time performance demo
02:04 Detaching from character to demonstrate terrain generation
02:50 Overview of the v1.2 update
03:14 Erosion parameters walkthrough
03:34 Droplets amount — erosion detail per chunk
03:54 Erosion strength, deposition rate, evaporation rate & sediment capacity
04:39 Live demo — increasing droplets to 6,000
05:03 Increasing erosion strength to 1 — deeper erosion channels
05:21 Background thread performance note
05:35 Where to download project files (Patreon)
05:47 Tutorial playlist for building the system from scratch
────────────────────────────────────────
🚀 WHAT'S INCLUDED
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✔ Infinite chunk streaming — actor pool, no spawn/destroy overhead
✔ Fully async mesh generation — game thread never blocked
✔ Layered noise stack — Perlin, OpenSimplex2, Cellular, Ridged Multi, Domain Warp
✔ Continental masking — mountains only appear where land is
✔ Biome blending — blend weights baked into vertex colors (Grass / Rock / Snow / Beach / Underwater)
✔ Foliage system — HISM scatter on thread pool, driven by BiomeFoliageAsset data assets
✔ Dense grass system — ISM ground cover on radius-based world-snapped grid
✔ Per-asset grass radius, resolution, density, slope, collision control
✔ Slope Sink Depth — auto-corrects floating blades on slopes
✔ Hydraulic erosion — particle droplet simulation carves natural valleys and ridges (NEW in V1.2)
✔ Configurable erosion: Droplets, Strength, Deposition, Inertia, Sediment Capacity, Brush Radius (NEW in V1.2)
✔ Water plane with configurable update interval
✔ Seamless chunk normals — no visible tile seams
✔ Full C++ source included
✔ Verified on UE 5.4, 5.5, 5.6, 5.7
────────────────────────────────────────
🎮 SUPPORT & COMMUNITY
────────────────────────────────────────
► Patreon (project files, early access): patreon.com/cw/CodeLikeMe
► Subscribe for more UE5 dev content: youtube.com/codelikeme
────────────────────────────────────────
#UnrealEngine #UE5 #GameDev #ProceduralGeneration #IndieDev #OpenWorld #UnrealEngine5 #TerrainGeneration #CppPlugin #WorldGen #ProceduralTerrain #RealisticTerrain #HydraulicErosion
► 👇 𝐒𝐮𝐩𝐩𝐨𝐫𝐭 𝐓𝐡𝐞 𝐂𝐡𝐚𝐧𝐧𝐞𝐥 // 𝐁𝐞𝐜𝐨𝐦𝐞 𝐀 𝐏𝐚𝐭𝐫𝐨𝐧!
patreon.com/codelikeme
►Patrons will have access to project files of all the stuff I do in the channel and other extra benefits
Join this channel to get access to perks:
youtube.com/channel/UClb6Jh9EBV7a_Nm52Ipll_Q/join
Like my facebook page for more content: facebook.com/gamedevelopersclub
Follow me on twitter: twitter.com/CodeLikeMe2
Follow me on reddit: reddit.com/user/codelikeme
#CodeLikeMe #unrealengine #ue5 #ue4 #indiegamedev
Runtime infinite terrain for Unreal Engine 5 — now with hydraulic erosion for dramatically more realistic landscapes. V1.2 adds particle-based droplet simulation that carves natural valleys, sharpens ridges, and deposits sediment — running entirely on the background thread with zero game thread cost. No loading screens, no baking, no pre-built heightmaps. Drop one actor into your level, assign a material, hit Play.
────────────────────────────────────────
🌍 GET WORLDGEN
────────────────────────────────────────
► Get it on FAB: fab.com/listings/e4e93fbe-9326-40b8-a043-a809f788306a
► Project File: patreon.com/posts/157149625 .
► Free Playable Demo: patreon.com/posts/156846235
► Documentation: patreon.com/posts/156885289
────────────────────────────────────────
⏱ TIMESTAMPS
────────────────────────────────────────
00:00 Introduction & hydraulic erosion showcase
00:29 Disabling erosion to show comparison
01:03 Re-enabling erosion — realistic terrain result
01:09 What is hydraulic erosion? (plain explanation)
01:36 Real-time performance demo
02:04 Detaching from character to demonstrate terrain generation
02:50 Overview of the v1.2 update
03:14 Erosion parameters walkthrough
03:34 Droplets amount — erosion detail per chunk
03:54 Erosion strength, deposition rate, evaporation rate & sediment capacity
04:39 Live demo — increasing droplets to 6,000
05:03 Increasing erosion strength to 1 — deeper erosion channels
05:21 Background thread performance note
05:35 Where to download project files (Patreon)
05:47 Tutorial playlist for building the system from scratch
────────────────────────────────────────
🚀 WHAT'S INCLUDED
────────────────────────────────────────
✔ Infinite chunk streaming — actor pool, no spawn/destroy overhead
✔ Fully async mesh generation — game thread never blocked
✔ Layered noise stack — Perlin, OpenSimplex2, Cellular, Ridged Multi, Domain Warp
✔ Continental masking — mountains only appear where land is
✔ Biome blending — blend weights baked into vertex colors (Grass / Rock / Snow / Beach / Underwater)
✔ Foliage system — HISM scatter on thread pool, driven by BiomeFoliageAsset data assets
✔ Dense grass system — ISM ground cover on radius-based world-snapped grid
✔ Per-asset grass radius, resolution, density, slope, collision control
✔ Slope Sink Depth — auto-corrects floating blades on slopes
✔ Hydraulic erosion — particle droplet simulation carves natural valleys and ridges (NEW in V1.2)
✔ Configurable erosion: Droplets, Strength, Deposition, Inertia, Sediment Capacity, Brush Radius (NEW in V1.2)
✔ Water plane with configurable update interval
✔ Seamless chunk normals — no visible tile seams
✔ Full C++ source included
✔ Verified on UE 5.4, 5.5, 5.6, 5.7
────────────────────────────────────────
🎮 SUPPORT & COMMUNITY
────────────────────────────────────────
► Patreon (project files, early access): patreon.com/cw/CodeLikeMe
► Subscribe for more UE5 dev content: youtube.com/codelikeme
────────────────────────────────────────
#UnrealEngine #UE5 #GameDev #ProceduralGeneration #IndieDev #OpenWorld #UnrealEngine5 #TerrainGeneration #CppPlugin #WorldGen #ProceduralTerrain #RealisticTerrain #HydraulicErosion
► 👇 𝐒𝐮𝐩𝐩𝐨𝐫𝐭 𝐓𝐡𝐞 𝐂𝐡𝐚𝐧𝐧𝐞𝐥 // 𝐁𝐞𝐜𝐨𝐦𝐞 𝐀 𝐏𝐚𝐭𝐫𝐨𝐧!
patreon.com/codelikeme
►Patrons will have access to project files of all the stuff I do in the channel and other extra benefits
Join this channel to get access to perks:
youtube.com/channel/UClb6Jh9EBV7a_Nm52Ipll_Q/join
Like my facebook page for more content: facebook.com/gamedevelopersclub
Follow me on twitter: twitter.com/CodeLikeMe2
Follow me on reddit: reddit.com/user/codelikeme
#CodeLikeMe #unrealengine #ue5 #ue4 #indiegamedev










